;---------------------------------------------------------------------------
; Initialize (at the start of the round)
[Statedef 5900]
type = S

[State 5900, VarRangeSet]	; Sets all int variables to 0
type = VarRangeSet
trigger1 = !roundsexisted	; roundno = 1
value = 0
last = 58

[State 5900, VarRangeSet]	; Sets all float variables to 0
type = VarRangeSet
trigger1 = roundno = 1
fvalue = 0

[State 5900, ChangeForm]
type = VarSet
trigger1 = Var(51)	; Round Lost
var(50) = 1

[State 5900, Config]
type = Null
trigger1 = 1
;trigger1 = (Var(50) := 0) + 1					; Play as Onslaught (1st Form) only - Remove it's resurrection as well
;trigger1 = (Var(50) := 3) + !(Var(53) := 1)	; Play as Sentinel only
trigger1 = (FVar(30) := 1) + 1					; BGMusic on
;trigger1 = (FVar(31) := 1) + 1					; Form 1 - Resurrection on
;trigger1 = (FVar(32) := 1) + 1					; Timer Freeze
trigger1 = (FVar(36) := 100) + 1				; P2 Life Recovery Percentage - Change to 0 to disable
;trigger1 = Var(51) = 3							; Resets to Form 1 after losing
;trigger1 = (Var(51) := 0) + 1					; Uncomment if above option is enabled
;trigger1 = (Var(50) := 0) + 1					; Resets to Form 1 each round if above 2 are disabled. Uncomment if above 2 are enabled
;trigger1 = (Var(50) := 1) + 1					; Play as Onslaught (2nd Form) only. Uncomment above 3 if used.

[State 5900, ChangeState]
type = ChangeState
trigger1 = 1
value = 190