;*************************
;====================<INITIALIZE>====================
[Statedef 5901]
type=S
[state 5900, Palette]
type = RemapPal
trigger1 = 1
source = 1, 1
dest = 1, PalNo
((Here are some special intros with specific characters, all with state 5901. I will add one just as an example))
[State 5901, Intro VS Vega];Dictator
type=changestate
triggerall= numenemy
triggerall= !roundsexisted || !(enemy,roundsexisted)
triggerall= !(teammode=simul) && !(enemy,teammode=simul)
trigger1= enemy,name="Vega" && enemy,authorname="Phantom.of.the.Server"
trigger2= enemy,name="Bison" && enemy,authorname="Phantom.of.the.Server"
value=171
[State 5901, Turns Intro]
type=changestate
trigger1= teammode=turns
trigger1= !roundsexisted && roundno>=2
value=6900
[State 5901, Intro]
type=changestate
trigger1= roundno=1
value= ifelse(random<333, 6905, ifelse(random<500, 191, 190))
[State 5901, End]
type=changestate
trigger1= 1
value=0
;====================<INTRO 1>====================
[Statedef 190]
type=S
physics=S
anim=190
[State 190, Intro]
type=assertspecial
trigger1= 1
flag=intro
[State 190, Snd]
type=playsnd
trigger1= animelem=7
value=6,0
channel=0
[State 190, Snd]
type=playsnd
trigger1= animelem=6
value=7,1
[State 190, Coat]
type=helper
trigger1= animelem=6
helpertype=normal
stateno=6000
ID=6000
name="Coat"
postype=p1
ownpal=1
[State 190, End]
type=changestate
trigger1= !animtime
value=0
;====================<INTRO 2>====================
[Statedef 191]
type=S
physics=S
anim=191
[State 191, Intro]
type=assertspecial
trigger1= 1
flag=intro
[State 191, Snd]
type=playsnd
trigger1= animelem=5
value=6,0
channel=0
[State 191, Snd]
type=playsnd
trigger1= animelem=2
value=1,0
channel=1
[State 191, End]
type=changestate
trigger1= !animtime
value=0
;====================<TURNS INTRO>====================
[Statedef 6900]
type=A
anim=6900
velset=0,0
ctrl=0
[State 6900, Intro]
type=assertspecial
trigger1= 1
flag=intro
[State 6900, Camera]
type=screenbound
trigger1= 1
value=0
movecamera=0,0
[State 6900, Camera]
type=helper
trigger1= !numhelper(8999)
helpertype=normal
stateno=8999
ID=8999
name="Camera"
postype=p1
[State 6900, Pos]
type=posadd
trigger1= !time
x= floor(-2*backedgedist)
[State 6900, Vel]
type=velset
trigger1= !time
x= (helper(8999),rootdist x)/-40.0
y= -10.25
[State 6900, Vel]
type=veladd
trigger1= 1
y= .5
[State 6900, End]
type=changestate
trigger1= time
trigger1= pos y>-vel y
value=6901
;---Land---
[Statedef 6901]
type=S
physics=S
anim=6901
velset=0,0
[State 6901, Intro]
type=assertspecial
trigger1= 1
flag=intro
[State 6901, Pos]
type=posset
trigger1= !time && numhelper(8999)
x= ceil(helper(8999),pos x)
[State 6901, Snd]
type=playsnd
trigger1= !time
value=0,52; Land Sound
[State 6901, Dust]
type=explod
trigger1= !time
anim=8102
sprpriority=-3
postype=p1
scale=.5,.5
pausemovetime=-1
supermovetime=-1
ownpal=1
;[State 6901, Snd]
;type=playsnd
;trigger1= animelem=12;7
;value=6,3; "My Turn!"
;channel=0
[State 6901, Snd]
type=playsnd
trigger1= animelem=9;4
value=1,0; 'Fast' Sound
channel=1
[State 6901, End]
type=changestate
trigger1= !animtime
value=0
;====================<JUMP INTRO>====================
[Statedef 6905]
type=A
physics=N
movetype=I
anim=6905
velset=0,0
ctrl=0
[State 6905, Intro]
type=assertspecial
trigger1= 1
flag=intro
[State 6905, Camera]
type=screenbound
trigger1= 1
value=0
movecamera=0,0
[State 6905, Camera]
type=helper
trigger1= !numhelper(8999)
helpertype=normal
stateno=8999
ID=8999
name="Camera"
postype=p1
[State 6905, Pos]
type=posset
trigger1= !time
x= 160*facing
y= -208
[State 6905, Vel]
type=velset
trigger1= !time
x= facing * ((-140 * facing) - pos x)/32.0
[State 6905, Vel]
type=veladd
trigger1= 1
y= .25
[State 6905, End]
type=changestate
trigger1= facing=1 && pos x<
-140 - vel x)
trigger2= facing=-1 && pos x>=(140 + vel x)
value=6906
[State 6905, End]
type=changestate
trigger1= time
trigger1= pos y>-vel y
value=6908
;---Wall---
[Statedef 6906]
type=A
physics=N
movetype=I
anim=6906
velset=0,0
ctrl=0
[State 6906, Intro]
type=assertspecial
trigger1= 1
flag=intro
[State 6906, Camera]
type=screenbound
trigger1= 1
value=0
movecamera=0,0
[State 6906, Vel]
type=posset
trigger1= 1
x= -160*facing
y= -100
[State 6906, Snd]
type=playsnd
trigger1= !time
value=0,103
[State 6906, Snd]
type=playsnd
trigger1= !time
value=6,2
channel=0
[State 6906, End]
type=changestate
trigger1= !animtime
value=6907
;---Fall---
[Statedef 6907]
type=A
physics=N
movetype=I
anim=6907
velset=0,0
ctrl=0
[State 6907, Intro]
type=assertspecial
trigger1= 1
flag=intro
[State 6907, Camera]
type=screenbound
trigger1= 1
value=0
movecamera=0,0
[State 6907, Pos]
type=posadd
trigger1= !time
x= ceil(32 * const(size.xscale))
[State 6907, Vel]
type=velset
trigger1= !time
x= (helper(8999),rootdist x)/-19.0
[State 6907, Vel]
type=veladd
trigger1= 1
y= .5
[State 6907, End]
type=changestate
trigger1= pos y>-vel y
value=6908
;---Land---
[Statedef 6908]
type=S
physics=S
movetype=I
anim=6908
velset=0,0
[State 6908, Intro]
type=assertspecial
trigger1= 1
flag=intro
[State 6908, Pos]
type=posset
trigger1= !time
y= 0
[State 6908, Pos]
type=posset
trigger1= !time && numhelper(8999)
x= ceil(helper(8999),pos x)
[State 6908, Snd]
type=playsnd
trigger1= !time
value=0,52
[State 6908, Dust]
type=explod
trigger1= !time
anim=8102
sprpriority=-3
postype=p1
scale=.5,.5
pausemovetime=-1
supermovetime=-1
ownpal=1
[State 6908, End]
type=changestate
trigger1= !animtime
value=0
;====================<INTRO vs M.Bison>====================
[Statedef 171]
type=S
physics=S
anim=171
[State 171, Intro]
type=assertspecial
trigger1= 1
flag=intro
[State 171, Snd]
type=playsnd
trigger1= animelem=5
value=0,106
channel=1
[State 171, End]
type=changestate
trigger1= !animtime
value=0