;==============================================================================================
;=======================================<INITIALIZE>============================================
;==============================================================================================
[Statedef 5900]
type = S
anim = 1
[State 5900, Int VarReset]
type = VarRangeSet
trigger1 = !RoundsExisted
value = 0
[State 5900, Float VarReset]
type = VarRangeSet
trigger1 = !RoundsExisted
fvalue = 0
;==============================================================================================
;ONLY MODIFY STUFF BELOW THIS LINE
;==============================================================================================
;Palette Selection
[State 5900, Palette 1 (x)]
type = VarSet
trigger1 = PalNo = 1
var(0) = 1 ;CHANGE THIS LINE
[State 5900, Palette 2 (y)]
type = VarSet
trigger1 = PalNo = 2
var(0) = 24 ;CHANGE THIS LINE
[State 5900, Palette 3 (z)]
type = VarSet
trigger1 = PalNo = 3
var(0) = 25 ;CHANGE THIS LINE
[State 5900, Palette 4 (a)]
type = VarSet
trigger1 = PalNo = 4
var(0) = 54 ;CHANGE THIS LINE
[State 5900, Palette 5 (b)]
type = VarSet
trigger1 = PalNo = 5
var(0) = 9 ;CHANGE THIS LINE
[State 5900, Palette 6 (c)]
type = VarSet
trigger1 = PalNo = 6
var(0) = 17 ;CHANGE THIS LINE
[State 5900, Palette 7 (start +x)]
type = VarSet
trigger1 = PalNo = 7
var(0) = 29 ;CHANGE THIS LINE
[State 5900, Palette 8 (start + y)]
type = VarSet
trigger1 = PalNo = 8
var(0) = 6 ;CHANGE THIS LINE
[State 5900, Palette 9 (start + z)]
type = VarSet
trigger1 = PalNo = 9
var(0) = 19 ;CHANGE THIS LINE
[State 5900, Palette 10 (start + a)]
type = VarSet
trigger1 = PalNo = 10
var(0) = 7 ;CHANGE THIS LINE
[State 5900, Palette 11 (start + b)]
type = VarSet
trigger1 = PalNo = 11
var(0) = 44 ;CHANGE THIS LINE
[State 5900, Palette 12 (start + z)]
type = VarSet
trigger1 = PalNo = 12
var(0) = 15 ;CHANGE THIS LINE
[State 5900, Hitsparks Color: 0 = Orange, 1 = Blue, 2 = Purple]
type = VarSet
trigger1 = 1
v = 54
value = 2 ;CHANGE THIS LINE
;==============================================================================================
;ONLY MODIFY STUFF ABOVE THIS LINE
;==============================================================================================
[State 5900, Mode Detection]
type = VarSet
trigger1 = 1
var(51) = ifElse((PalNo > 6), 1, 0)
ignorehitpause = 1
[State 5901, End]
type = ChangeState
trigger1 = 1
value = 5901
;====================<INITIALIZE (PART 2)>====================
[StateDef 5901]
type = S
[State 5901, RemapPal]
type = RemapPal
trigger1 = 1
source = 1,1
dest = 1,var(0)
[State 5901, Hitsparks Color]
type = RemapPal
trigger1 = Var(54)
source = 8010,0
dest = 8010, Ifelse(Var(54)=2,2,Ifelse(Var(54)=1,1,0))
[State 190, Intro Vs (Shin) Akuma]
type = ChangeState
trigger1 = NumEnemy
trigger1 = RoundNo = 1 || (!(Enemy, RoundsExisted) && !(TeamMode = Simul) && !(Enemy, TeamMode = Simul))
trigger1 = Enemy, Authorname = "Phantom.of.the.Server" && Enemy, Name = "Shin Gouki" || Enemy, Authorname = "Phantom.of.the.Server" && Enemy, Name = "Gouki"
value = 193
[State 5900, Intro vs Ryu]
type = ChangeState
trigger1 = NumEnemy
trigger1 = RoundNo = 1 || (!(TeamMode = Simul) && !(Enemy, TeamMode = Simul))
trigger1 = Enemy, AuthorName = "Phantom.of.the.Server" && Enemy, Name = "Ryu" && Enemy, Var(1) != 2
value = 194
[State 5900, Intro Decider]
type = ChangeState
trigger1 = RoundNo = 1
value = 191 + (Random % 2)
[State 5900, Turns Intro]
type = ChangeState
trigger1 = TeamMode = Turns
trigger1 = !RoundsExisted && RoundNo >= 2
value = 6900
[State 5901, End]
type = ChangeState
trigger1 = 1
value = 0