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; Configuration
; ------------------------------------------------- --------------------------
; Initialize (at the start of the round)
[Statedef 5900]
type = U
[State 5900, 1]; Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
value = 0
first = 1
last = 12
[State 5900, 1]; Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
value = 0
first = 15
last = 58
[State 5900, 2]; Clear all float variables
type = VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0
first = 0
last = 8
[State 5900, 2]; Clear all float variables
type = VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0
first = 10
last = 39
[State 5900, 3]; Change palette
type = RemapPal
TriggerAll = RoundState = 0
TriggerAll = NumHelper (24000) = 0
Trigger1 = RoundNo = 1
Trigger2 = TeamMode = Turns
Trigger2 = RoundsExisted = 0
source = 1,1
dest = 1, palno
; ------------------------------------------------- --------------------------
; Can be set in the lower part of their favorite from here
; ※ Please modify the numbers in () after the "Value = Var (?)"
; ------------------------------------------------- --------------------------
; Set of pre-season action
[State 5900, 0]
Type = VarSet
Trigger1 = RoundState = 0
V = 58
Action not accepted behavior (the default), 1 0; (0) - (58) Value = Var
; Setting the display effect
[State 5900, 0]
Type = VarSet
Trigger1 = Var (0)% 10 = 0
V = 0
Value = Var (0) + (0); is usually 0 (default), a simple (hit effect
; Over non-simplified view, the effect part)
; Set of message display system messages and win
[State 5900, 0]
Type = VarSet
Trigger1 = Var (0) / 10% 10 = 0
V = 0
(The default), 0 is no indication that a display; (0) + (0) * 10 Value = Var
; Set of gauge display
[State 5900, 0]
Type = VarSet
Trigger1 = Var (0) / 100% 10 = 0
V = 0
(The default), 0 is no indication that a display; (0) + (0) * 100 Value = Var
; Set of coordinate gauge Y
[State 5900, 0]
Type = VarSet
Trigger1 = Var (0) / 100000% 10 = 0
V = 0
Value = Var (0) + (0) * 100000; default is 0,
; + Upwards, is - (0-based) is under the direction
; Setting gauge the presence or absence of guard
[State 5900, 0]
Type = VarSet
Trigger1 = Var (0) / 10000% 10 = 0
V = 0
Value = Var (0) + (0) * 10000; may have guard break in the gauge display is 0 (the default),
; A guard without a break or without gauge display
; Fixed style
[State 5900, 0]
Type = VarSet
Trigger1 = RoundNo = 1
Trigger2 = TeamMode = Turns
Trigger2 = RoundsExisted = 0
V = 57
Value = Var (57) + (0); style is random by default 0,
; Is 1 C (Crescent), and 2 H (half), and 3 F (full),
; Is 4 E (ECLIPSE)
; Usually mortal action system, the second digit, and the third digit in the first column
; System Crescent all cases if you enter 111,
; Display settings Damage
[State 5900, 0]
Type = VarSet
Trigger1 = Var (0) / 1000% 10 = 0
V = 0
(The default), 0 is no indication that a display; (0) + (0) * 1000 Value = Var
; Set of LocalCoord
[State 5900, 0]
Type = VarSet
Trigger1 = FVar (37) = 0
FV = 37
(For 15:9 wide) 400 320 (the default), 1 0; (0) - (37) Value = FVar
; ------------------------------------------------- --------------------------
; Up here
; ------------------------------------------------- --------------------------
[State 5900, 0]
Type = VarSet
Trigger1 = Var (0) / 100% 10 = 0
Trigger1 = NumPartner> 0
Trigger1 = Partner, ID <ID
V = 0
Value = Var (0) +100
[State 5900, 0]
Type = VarSet
Trigger1 = Var (0) / 10000% 10 = 0
Trigger1 = TeamMode = Simul | | Enemy, NumPartner> 0
V = 0
Value = Var (0) +10000
[State -1]
Type = VarSet
Trigger1 = FVar (37) <= 0
FV = 37
Value = IfElse (Ceil (FVar (37) = -1), 1.25,1.00)
[State 5900, 0]
Type = VarSet
TriggerAll = Var (57)% 10 = 0 | | Var (57) / 10% 10 = 0 | | Var (57) / 100% 10 = 0
TriggerAll = RoundState = 0
TriggerAll = NumHelper (24000) = 0
Trigger1 = RoundNo = 1
Trigger2 = TeamMode = Turns
Trigger2 = RoundsExisted = 0
V = 57
Value = 0
[State 5900, 0]
Type = VarSet
TriggerAll = Var (57) = 0
TriggerAll = RoundState = 0
TriggerAll = NumHelper (24000) = 0
Trigger1 = RoundNo = 1
Trigger2 = TeamMode = Turns
Trigger2 = RoundsExisted = 0
V = 57
Value = (Random% 4) +1
[State 5900, 0]
Type = VarAdd
TriggerAll = Var (57) = [1,5]
TriggerAll = RoundState = 0
TriggerAll = NumHelper (24000) = 0
Trigger1 = RoundNo = 1
Trigger2 = TeamMode = Turns
Trigger2 = RoundsExisted = 0
V = 57
Value = IfElse ((Var (57) = [1,4]), 110 * Var (57), 110)
[State 5900, 0]
Type = PowerSet
Trigger1 = RoundNo = 1
Trigger1 = Time = 0
Value = Ceil (1000 * IfElse (Var (57)% 10 = 2,1.334, IfElse (Var (57)% 10 = 3,1.115,1.0000)))
[State 5900, 3]; Intro
type = ChangeState
Trigger1 = RoundNo = 1
Trigger2 = TeamMode = Turns
Trigger2 = RoundsExisted = 0
value = 190
[State 5900, 3]; Intro
type = ChangeState
Trigger1 = RoundNo> 1
value = 0