[Statedef 3102]
movetype = A
physics = N
ctrl = 0
anim = 1998
velset = 0,0
sprpriority = 1
[State 1010, VA]
type = varadd
trigger1 = time || ((time = 0)&&(var(40) > 0))
var(40) = 1
[State 1010, NHB]
type = nothitby
trigger1 = 1
time = -1
value = ,AA,AT
ignorehitpause = 1
[State 1010, HOR]
type = hitoverride
trigger1 = 1
time = -1
slot = 1
attr = SCA,AA,AP,AT
stateno = 3001
ignorehitpause = 1
[State 1010, CA]
type = changeanim
trigger1 = time = 0
value = 3102+1*ishelper(3103)+2*ishelper(3104)+3*ishelper(3105)+4*ishelper(3106)+5*ishelper(3107)
[State 1001, AFI]
Type = AfterImage
Trigger1 = var(1) = 0
Trans = Add
Time = -1;2
Length = 8
TimeGap = 3
FrameGap = 1
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = .8,.8,.8
[State 1001, Anglesetter]
type = Null
triggerall = var(40) = 0
trigger1 = ishelper(3102)
trigger1 = (var(0):= 0) || 1
trigger2 = ishelper(3103)
trigger2 = (var(0):= 60) || 1
trigger3 = ishelper(3104)
trigger3 = (var(0):= 120) || 1
trigger4 = ishelper(3105)
trigger4 = (var(0):= 180) || 1
trigger5 = ishelper(3106)
trigger5 = (var(0):= 240) || 1
trigger6 = ishelper(3107)
trigger6 = (var(0):= 300) || 1
[State 1001, VS]
type = varset
trigger1 = 1
fvar(0) = ifelse(var(40)<30,var(40)/30.0,ifelse(var(40)>=120,(150-var(40))/30.0,1.0))
[State 3102, STS]
type = statetypeset
trigger1 = var(40)>=130
movetype = I
[State 1010, PS]
type = posset
trigger1 = 1
x = floor(root,pos x)+floor(120*fvar(0)*cos((var(0)+5.0*var(40))*pi/180.0))*(-(root,facing))
y = floor(root,pos y)+floor(120*fvar(0)*sin((var(0)+5.0*var(40))*pi/180.0))+root,const(size.mid.pos.y)
[State 1101, HD]
type = Hitdef
trigger1 = (root,var(6) > 0) || var(3)
trigger1 = movecontact = 0
trigger1 = var(3) < 3
attr = A, HP
damage = ceil(30*(root,fvar(10))**0.5),20
getPower = 0,0
givepower = 20,20
animType = Hard
pauseTime = 0,10
hitflag = MAFP
guardFlag = MA
sparkNo = s8020+(random%2)
guardSparkNo = s8030
sparkXY = -10,0
hitSound = s1,3
guardSound = s2,0
ground.Type = High
air.Type = High
ground.SlideTime = 12
ground.HitTime = 24
air.HitTime = 24
ground.Velocity = -2
air.Velocity = -2,-2
airGuard.Velocity = -2,-2
Fall = 1
fall.Recover = 0
;fall.RecoverTime = 30
guard.Dist = 100
id = 3100
[State 1010, VA]
type = varadd
trigger1 = movecontact >= 16
var(3) = 1
[State 1010, VA]
type = movehitreset
trigger1 = movecontact >= 16
[State 1010, VA]
type = parentvaradd
trigger1 = movehit
persistent = 0
var(6) = -1
[State 1001, ASS]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
[State 1001, SPR]
Type = SprPriority
Trigger1 = 1
Value = 5
ignorehitpause = 1
[State 1001, AIT]
Type = AfterImageTime
trigger1 = root,stateno != 3100
trigger2 = root,movetype = H
trigger3 = root,alive = 0
trigger4 = var(40) >= 150
time = 0
[State 1001, Zeeky]
type = DestroySelf
trigger1 = root,stateno != 3100
trigger2 = root,movetype = H
trigger3 = root,alive = 0
trigger4 = var(40) >= 150
At the moment, Orreries Sun is just a copy of Mima's Orreries Solar System.
Now, I want to add a new part. Instead of going back to the player, I actually want the orbs to be launched horizintally, while they still keep their circular movement. How do I do that?
Thanks in advance!