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

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = !roundsexisted && matchno = 1
value = 0

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = !roundsexisted && matchno = 1
fvalue = 0

;Config

[State 0, Sparkles] ; Only for Normal Ribbon
type = VarSet
trigger1 = 1
v = 55
value = 0
; 0: Ribbon does not sparkle
; 1: Ribbon sparkles like in Star Allies

[State 0, Power Bar]
type = VarSet
trigger1 = 1
v = 57
value = 2
; 0: Power Bar is disabled 
; 1: Power Bar is enabled in single and turn battles, but disable in simul battles
; 2: Power Bar is enabled in both single and simul battles


[State 0, Hyper Portrait]
type = VarSet
trigger1 = 1
v = 58
value = 0 
; Set to 1 if you don't want the hyper portrait to use RGB sprites.
; Useful for 1.0 has it handles the transparency of those sprites awkwardly.

[State 0, Controls]
type = VarSet
trigger1 = 1
v = 59    ;fv = 10
value = 0
; 0: Uses XYZ for specials (seperate from normals)
; 1: Uses ABC for specials (same button as normals)
; Default is 0

;End Config

[State 5900, Pal Selector]
type = Helper
triggerall = name != "Crystal Ribbon"
trigger1 = !roundsexisted 
id = 256
stateno = 256
pos = 0,0
facing = facing
ownpal = 1
size.xScale = 0.5
size.yScale = 0.5

[State 5900, 3] ;Intro
type = ChangeState
trigger1 = 1
value = ifelse(!RoundsExisted,190,0)
