$SET_STR STATE_STEP step $SET_STR STATE_STEP_UP step_up $SET_STR STATE_STEP_DOWN step_down $SET_STR STATE_START_JUMP start_jump $SET_STR STATE_RUN_STEP step $SET_STR STATE_RUN_STEP_UP step_up $SET_STR STATE_RUN_STEP_DOWN step_down $SET_STR STATE_RUN_START_JUMP start_jump $SET_BOOL NO_COLLECT_ON_TOUCH on "crush": goto: "dead" import "anim/_coin.behaviour.fus" state "_crouch": if() then: goto: "crawl" state "_stand": if() then: goto: "stand" state "appear": rgraph: "dead_once_reversed" if() then: goto: "stand" state "stand": rgraph: "coin_beast_stand" hitbox: ;; . . ;; *\*/* ;; . - + - . ;; */*\* ;; (.) . # Crawling, turning import "anim/_walker_stand.state.fus" # Stepping and jumping import "anim/_walker_jump.state.fus" import "anim/_walker_step.state.fus" state "turn": rgraph: "coin_beast_turn" hitbox: ;; . . ;; *\*/* ;; . - + - . ;; */*\* ;; (.) . # Crawling, turning, jumping import "anim/_walker_stand.state.fus" import "anim/_walker_jump.state.fus" if() then: goto: "stand" state "step": rgraph: "coin_beast_step" hitbox: ;; . . ;; *\*/* ;; . - + - . ;; */*\* ;; (.) . # Crawling, turning, jumping import "anim/_walker_stand.state.fus" import "anim/_walker_jump.state.fus" if() then: goto: "stand" state "step_up": rgraph: "coin_beast_step_up" hitbox: ;; . . ;; *\*/* ;; . - + - . ;; */*\* ;; (.) . # Crawling, turning, jumping import "anim/_walker_stand.state.fus" import "anim/_walker_jump.state.fus" if() then: goto: "stand" state "step_down": rgraph: "coin_beast_step_down" hitbox: ;; . . . ;; *\*/*\*/* ;; . - + - . - . ;; */*\*/*\* ;; . (.) . # Crawling, turning, jumping import "anim/_walker_stand.state.fus" import "anim/_walker_jump.state.fus" if() then: goto: "stand" state "appear_crouch": rgraph: "dead_once_crouch_reversed" if() then: goto: "crawl" state "crawling": rgraph: "coin_beast_crawling" hitbox: ;; . . ;; *\*/* ;; . - + - . ;; */*\* ;; (.) . if() then: goto: "crawl" state "crawl": rgraph: "coin_beast_crawl" hitbox: ;; . ;; * ;; (.) . # Uncrawl if: key: not isdown d coll: all no ;; . . ;; *\*/* ;; . - + - . ;; */ \* ;; (.) . then: goto delay: "uncrawling" # Crawling import "anim/_walker_crawl.state.fus" # Turn if: key: wasdown b then: move: 1 0 turn delay: 1 state "crawl_step": rgraph: "coin_beast_crawl_step" hitbox: ;; . . ;; */* ;; (.) . if() then: goto: "crawl" state "crawl_step_down": rgraph: "coin_beast_crawl_step_down" hitbox: ;; . . ;; *\*/* ;; . -(.) . if() then: goto: "crawl" state "uncrawling": rgraph: "coin_beast_uncrawling" hitbox: ;; . . ;; *\*/* ;; . - + - . ;; */*\* ;; (.) . if() then: goto: "stand" state "start_jump": if() then: goto: "jump" delay: 2 state "jump": rgraph: "coin_beast_jump" unsafe hitbox: ;; . . ;; *\*/* ;; . - + - . ;; */*\* ;; (.) . # Landing, jumping, crashing import "anim/_walker_jumping.state.fus" state "collected": rgraph: "dead_once" unsafe if() then: # Do whatever it is coin-like things do while they've been collected... call: "while_collected" continue if() then: die state "mostly_dead": rgraph: "dead_cycle" unsafe if() then: die mostly state "dead": rgraph: "dead_cycle" unsafe if() then: die