;------------------------DON'T EDIT HERE!!!!!!!!!--------------------------
; Initialize (at the start of the round)
[Statedef 5900]
type = S

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
value = 0
[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = 1
fvalue = 0

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted != 0
value = 0
first = 0
last = 17
[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted != 0
value = 0
first = 24
last = 59

;---------------------EDIT STUFF HERE!!!!!!!!!!!!!!------------------------
;Toggle/Disable Combo meter
[State 5900, Combo meter Configuration]
type = VarSet
trigger1 = 1
v = 40
value = 1
;0 = Disabled (Less distracting but you can't see combo information; Recommended if Ranks are determined by health)
;1 = Enabled (Allows you to see information about your combo but can be distracting to some; Unnecessary if Ranks are determined by health)

;Configure Ranks
[State 5900, Rank Configuration]
type = VarSet
trigger1 = 1
v = 41
value = 1
;0 = Disabled
;1 = Determined by how high your score is (Like in levels in the source game; utilizes the combo meter better)
;2 = Determined by remaining health (like in bosses in the source game; makes the combo meter redundant)

;Configure AI (here for anyone who finds Peppino's AI too frustrating)
[State 5900, AI Configuration]
type = VarSet
trigger1 = 1
v = 42
value = 1
;0 = Disabled (Mostly uses M.U.G.E.N's default AI)
;1 = Enabled (Adjusted by AILevel)


;--------------------------STOP EDITING!!!!!!!!!!-------------------------
[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 1,1
dest = 1,palno

[State 5900, 4] ;Intro for round 1
type = ChangeState
trigger1 = roundno = 1
value = 189

[State 5900, 5] ;All other rounds
type = ChangeState
trigger1 = 1
value = 0