; /////////////////////////////////////////////////////////////////////////////
; EGGMAN'S EGGS
; Congratulations, you found the easter egg section!
; (like it was really that hard)
; /////////////////////////////////////////////////////////////////////////////

; /////////////////////////////////////////////////////////////////////////////
; State 5900: Initialize
; DO NOT CHANGE ANY LINES EXCEPT THOSE CLEARLY MARKED
; /////////////////////////////////////////////////////////////////////////////
[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 = roundsexisted = 0
fvalue = 0

; This first easter egg spawns rings when the opponent gets hit, like in Sonic 2.
; You'll need to edit your mugen.cfg to raise the number of helpers for this to
; work properly.
[State 5900: Ring Spawn]
type = VarSet
trigger1 = 1
; /////////////////////////////////////////////////////////////////////////////
var(3) = 0 ;<-- Change to 1 to activate ring-spawning
; /////////////////////////////////////////////////////////////////////////////

; The second easter egg activates "revenge mode".
; If Dr. Robotnik is beaten badly, his speed will increase in future rounds.
[State 5900: Ring Spawn]
type = VarSet
trigger1 = 1
; /////////////////////////////////////////////////////////////////////////////
var(4) = 0 ;<-- Change to 1 to activate revenge mode
; /////////////////////////////////////////////////////////////////////////////

[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = !RoundsExisted
value = 190

[State 5900: Not Round 1]
type = ChangeAnim
trigger1 = roundsexisted > 0
value = 1003
