List of gamestates
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This page documents every main game "gamestate" in VVVVVV.
ID | Next state | State delay | Description | Notes |
---|---|---|---|---|
0 | Do nothing. If there's a script running, and it's paused, and there's no advanceable textbox, then unpause the script. If there's no script, give the player control, and turn off completestop. | |||
1 | 0 | For initialization | ||
2 | 3 | Textbox: To do: write quick |
Unused, not localized or autowrapped | |
4 | 0 | 60 frame background text: Press arrow keys or WASD to move |
2 space padding on each side, wrapping pads to 4 spaces | |
5 | 6 | Run returntohub , remove trigger 5 |
||
7 | 0 | Remove textboxes, unlock input | ||
8 | 0 | If flag 13 is off, 60 frame background text: Press ENTER to view map and quicksave . Turn flag 13 on |
2 space padding on each side | |
9 | 0 | If you have cheat settings in the main game, return to the secret lab, run disableaccessibility . If not, remove trigger 9, start the super gravitron |
||
10 | 0 | Remove trigger 10, start the gravitron | ||
11 | 0 | Remove textboxes fast, 180 frame background text: When you're NOT standing on the [floorceiling], [crewmate] will stop and wait for you. |
[floorceiling] is "floor" or "ceiling" depending on flip mode. [crewmate] depends on lastsaved : 2 = Vitellary, 3 = Vermilion, 4 = Verdigris, 5 = Victoria, default = your companion . 2 space padding on each side, pads to 36*8, wrapping pads to 2 spaces
| |
12 | 0 | If flag 61 is off, 120 frame background text: You can't continue to the next room until [he is/she is/they are] safely across. Turn flag 16 on |
Vitellary/Vermilion/Verdigris = he is , Victoria = she is , anyone else = they are . 2 space padding on each side, pads to 36*8, wrapping pads to 2 spaces
| |
13 | 0 | Remove textboxes instantly, remove trigger 13 | ||
14 | 0 | Remove textboxes fast, 180 frame background text: When you're standing on the [floorceiling], [crewmate] will try to walk to you. |
[floorceiling] is "floor" or "ceiling" depending on flip mode. [crewmate] depends on lastsaved : 2 = Vitellary, 3 = Vermilion, 4 = Verdigris, 5 = Victoria, default = your companion . 2 space padding on each side, pads to 36*8, wrapping pads to 2 spaces
| |
15 | 0 | If the player is sad, make them happy | Used for the naughty corner. Resets their tile to 0
| |
16 | 0 | If the player is happy, make them sad and play the cry sound | Used for the naughty corner. Sets their tile to 144, plays sound 2
| |
17 | 0 | Remove trigger 17, 100 frame background text: If you prefer, you can press UP or DOWN instead of ACTION to flip. |
1 space padding on each side, wrapping pads to 2 spaces | |
20 | 0 | Remove trigger 20. If flag 1 is off, remove textboxes, turn flag 1 on | ||
21 | 0 | Remove trigger 21. If flag 2 is off, remove textboxes, turn flag 2 on | ||
22 | 0 | Remove trigger 22. If flag 3 is off, remove textboxes fast. 60 frame background text: Press ACTION to flip . Turn flag 3 on |
2 space padding on each side, wrapping pads to 4 spaces | |
30 | 0 | Remove trigger 30. If flag 4 is off, remove textboxes, run firststeps , turn flag 4 on |
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31 | 0 | 0 | Remove trigger 31. If flag 6 is off, remove textboxes, run communicationstation , turn flags 5 and 6 on |
|
32 | 0 | Remove trigger 32. If flag 7 is off, remove textboxes, run teleporterback , turn flag 7 on |
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33 | 0 | Remove trigger 33. If flag 9 is off, remove textboxes, run rescueblue , turn flag 9 on |
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34 | 0 | Remove trigger 34. If flag 10 is off, remove textboxes, run rescueyellow , turn flag 10 on |
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35 | 0 | Remove trigger 35. If flag 11 is off, remove textboxes, run rescuegreen , turn flag 11 on |
||
36 | 0 | Remove trigger 36. If flag 8 is off, remove textboxes, run rescuered , turn flag 8 on |
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37 | 0 | Remove trigger 37. If your companion is Vitellary, run int2_yellow |
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38 | 0 | Remove trigger 38. If your companion is Vermilion, run int2_red |
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39 | 0 | Remove trigger 39. If your companion is Verdigris, run int2_green |
||
40 | 0 | Remove trigger 40. If your companion is Victoria, run int2_blue |
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41 | 0 | Remove trigger 41. If flag 60 is off, run int1[color]_2 , turn flag 60 on |
[color] is "yellow", "red", "green", or "blue" depending on lastsaved
| |
42 | 0 | Remove trigger 42. If flag 62 is off, run int1[color]_3 , turn flag 62 on |
[color] is "yellow", "red", "green", or "blue" depending on lastsaved
| |
43 | 0 | Remove trigger 43. If flag 63 is off, run int1[color]_4 , turn flag 63 on |
[color] is "yellow", "red", "green", or "blue" depending on lastsaved
| |
44 | 0 | Remove trigger 44. If flag 64 is off, run int1[color]_5 , turn flag 64 on |
[color] is "yellow", "red", "green", or "blue" depending on lastsaved
| |
45 | 0 | Remove trigger 45. If flag 65 is off, run int1[color]_6 , turn flag 65 on |
[color] is "yellow", "red", "green", or "blue" depending on lastsaved
| |
46 | 0 | Remove trigger 46. If flag 66 is off, run int1[color]_7 , turn flag 66 on |
[color] is "yellow", "red", "green", or "blue" depending on lastsaved
| |
47 | 0 | Remove trigger 47. If flag 69 is off, run trenchwarfare , turn flag 69 on |
||
48 | 0 | Remove trigger 48. If flag 70 is off, run trinketcollector , turn flag 70 on |
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49 | 0 | Remove trigger 49. If flag 71 is off, play the final level remix, turn flag 71 on | Plays music ID 15
| |
50 | 51 | 100 | Play sound 15 , 60 frame background text: Help! Can anyone hear this message? |
Textboxes are right aligned to a hardcoded position of 224
|
51 | 52 | 100 | Play sound 15 , 60 frame background text: Verdigris? Are you out there? Are you ok? |
Textboxes are right aligned to a hardcoded position of 224
|
52 | 53 | 100 | Play sound 15 , 60 frame background text: Please help us! We've crashed and need assistance! |
Textboxes are right aligned to a hardcoded position of 224
|
53 | 54 | 100 | Play sound 15 , 60 frame background text: Hello? Anyone out there? |
Textboxes are right aligned to a hardcoded position of 224
|
54 | 55 | 100 | Play sound 15 , 60 frame background text: This is Doctor Violet from the D.S.S. Souleye! Please respond! |
Textboxes are right aligned to a hardcoded position of 224
|
55 | 56 | 100 | Play sound 15 , 60 frame background text: Please... Anyone... |
Textboxes are right aligned to a hardcoded position of 224
|
56 | 50 | 100 | Play sound 15 , 60 frame background text: Please be alright, everyone... |
Textboxes are right aligned to a hardcoded position of 224
|
80 | 81/Nothing | If the screen is fully black from a fade, go to state 81 | ||
81 | 0 | Quit to menu, play music 6 |
||
82 | 83/0 | Remove trigger 82. If you're in translator exploring mode, enable teleporters, and go to state 0. If you're in a time trial, save the time trial results, unlock achievements if applicable, save settings, start a fadeout, and go to state 83 | Achievements aren't unlocked if you're in a custom level | |
83 | 83/Nothing | Decrease the frame counter by 1. If the screen is fully black from a fade, go to the next state | ||
84 | 0 | Quit to menu, create the time trial complete menu, and go to state 0 | ||
85 | 86 | Remove trigger 85. Play music 2 , turn flag 72 on, Shake the screen for 10 frames, make the screen white for 5 frames, Enable finalstretch , remove the warp background and start the room color changing effect |
||
90 | 0 | Remove trigger 90. Run startexpolevel_station1 |
Unused, as this was intended for the eurogamer expo. Funnily enough, the comment "remove later" is before these states | |
91 | 0 | Remove trigger 91. Run startexpolevel_lab |
Unused, as this was intended for the eurogamer expo. | |
92 | 0 | Remove trigger 92. Run startexpolevel_warp |
Unused, as this was intended for the eurogamer expo. | |
93 | 0 | Remove trigger 93. Run startexpolevel_tower |
Unused, as this was intended for the eurogamer expo. | |
94 | 0 | Remove trigger 94. Run startexpolevel_station2 |
Unused, as this was intended for the eurogamer expo. | |
95 | 0 | Remove trigger 95. Run startexpolevel_final |
Unused, as this was intended for the eurogamer expo. | |
96 | 97/Nothing | Remove trigger 96. If the screen is fully black from a fade, go to state 97 | ||
97 | 0 | Return to the lab, and go to state 0 | ||
100 | 101/Nothing | Remove trigger 100. If flag 4 is off, turn flag 4 on, and go to state 101 | Unused | |
101 | 102/Nothing | If the player is on the ground, go to state 102. If the player is on a roof, and the player is flipped, unflip the player, play the flip sound. | Unused. The flip sound is 1 . Since continuing to state 102 only happens if the player is on the ground, the gamestate will stay 101 until the player is on the ground again
| |
102 | 103 | Set the companion to 6 , make them happy, set their state to 1 , textbox: Captain! I've been so worried! , go to state 103, play sound 12 |
Unused | |
104 | 105 | Textbox: I'm glad you're ok! , go to state 105, play sound 11 |
Unused | |
106 | 107 | Textbox: I've been trying to find a , go to state 106, play sound 2 , change the companion's tile to 54 , set their state to 0 |
Unused | |
108 | 109 | Textbox: Don't worry! I have a , go to state 109, play sound 11 |
Unused | |
110 | 111 | Textbox: Follow me! , go to state 111, play sound 11 |
Unused | |
112 | 0 | Remove textboxes | Unused | |
115 | 116 | Locks player input | Unused. Comment is "Test script for space station, totally delete me!" | |
116 | 117 | Textbox: Sorry Eurogamers! Teleporting around , go to state 118, play sound 11 |
Unused | |
118 | 0 | Remove textboxes, set hascontrol to true , set advancetext to false , go to state 0 |
Unused | |
120 | 121/Nothing | Remove trigger 120. If flag 5 is off, turn flag 5 on, and go to state 121 | Unused. Comment is "Meeting crewmate in the space station" | |
121 | 122/Nothing | If the player is on the ceiling, go to state 122. If the player is on the ground, and the player is unflipped, flip the player, play the unflip sound. | Unused. The flip sound is 1 . Since continuing to state 122 only happens if the player is on the ceiling, the gamestate will stay 121 until the player is on the ceiling again
| |
122 | 123 | Set the companion to 7 , make them happy, set their state to 1 , textbox: Captain! You're ok! , go to state 123, play sound 14 |
Unused | |
124 | 125 | Textbox: I've found a teleporter, but , go to state 125, play sound 2 |
Unused | |
126 | 127 | Textbox: I can help with that! , go to state 127, play sound 11 |
Unused | |
128 | 129 | Textbox: I have the teleporter , go to state 129, play sound 11 |
Unused | |
130 | 131 | Textbox: Yey! Let's go home! , go to state 131, play sound 14 , set the companion's tile to 6 , set their state to 1 |
Unused | |
132 | 0 | Remove textboxes, set hascontrol to true , set advancetext to false , go to state 0 |
Unused | |
200 | 0 | Turn flag 72 on, Play sound 9 , shake the screen for 10 frames, make the screen white for 5 frames, Enable finalstretch , remove the warp background and start the room color changing effect |
Increments the state (to 201), but then sets it back to 0... | |
300 - 336 | 0 | Remove trigger with the gamestate's ID. Run the gamestate - 300 th script in the room. |
These are used for custom level script boxes | |
1000 | 1001 | 15 | Show cutscene bars, lock player input, set completestop |
Used when collecting a trinket |
1001 | 1002 | 15 | Textbox: Congratulations! , textbox: [trinkets] out of [max trinkets] |
Used when collecting a trinket |
1002 | 1003/Nothing | 15 | If advancetext is false , go to state 1003. |
Used when collecting a trinket. Comment is "Prevent softlocks if we somehow don't have advancetext" |
1003 | 0 | Remove textboxes, unlock input, set completestop to false , go to state 0, fade music in, hide cutscene bars |
Used when collecting a trinket | |
1010 | 1011 | 15 | Show cutscene bars, lock player input, set completestop |
Used when collecting a crewmate |
1011 | 1012 | 15 | Textbox: Congratulations! , textbox: All crewmates rescued! OR [remaining_crew] remain[s] |
Used when collecting a crewmate. This gamestate only exists if the build of VVVVVV has custom level support |
1012 | 1013/Nothing | 15 | If advancetext is false , go to state 1013. |
Used when collecting a crewmate. Comment is "Prevent softlocks if we somehow don't have advancetext" |
1013 | 1014/0 | Remove textboxes, unlock input, set completestop to false . If there are no crewmates left, fade out and go to state 1014, or if you're playtesting in the editor, return to the editor. Otherwise, go to state 0, fade music in, hide cutscene bars |
Used when collecting a crewmate. This gamestate only exists if the build of VVVVVV has custom level support | |
1014 | 1015 | Fade to black, go to state 1015 | Used when collecting a crewmate | |
1015 | 0 | Fade from black, go to state 0, update level stats, quit to menu and play song 6 |
Used when collecting a crewmate. This gamestate only exists if the build of VVVVVV has custom level support | |
2000 | 0 | Save the game (as a teleporter save), go to state 0 | Used when saving the game | |
2500 | 2501 | 15 | Play sound 5 , shake the screen for 90 frames, make the screen white for 5 frames, set flashlight to 5 , set teleport_to_new_area to true , go to state 2501, play sound 9 |
Used when activating a teleporter |
2501 | 2502 | 0 | Set flashlight to 5 , set teleport_to_new_area to false , go to state 2502, play sound 10 |
Used when activating a teleporter |
2502 | 2503 | 5 | Make the player visible, reset their color to 0 , set their position to the center of the teleporter, modify their velocity, make the teleporter's tile 1 , set the teleporter's color to 101 |
Used when activating a teleporter. When the player is moved to the middle of the teleporter, it's (teleporter_x + 44, teleporter_y + 44), meaning the player is very off-center. |
2503 | 2504 | Increase the player's X position by 10 |
Used when activating a teleporter | |
2504 | 2505 | Do nothing | Used when activating a teleporter. This WOULD be the same as the previous state, but the line which increases the player's X position is commented out | |
2505 | 2506 | Increase the player's X position by 8 |
Used when activating a teleporter | |
2506 | 2507 | Increase the player's X position by 6 |
Used when activating a teleporter | |
2507 | 2508 | Do nothing | Used when activating a teleporter. The code contains nothing but the line which increments the state | |
2508 | 2509 | Increase the player's X position by 2 |
Used when activating a teleporter | |
2509 | 2510 | 15 | Increase the player's X position by 1 |
Used when activating a teleporter |
2510 | 2511 | Textbox: Hello? , go to state 2511, play sound 11 |
||
2512 | 2513 | Textbox: Is anyone there? , go to state 2513, play sound 11 |
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2514 | 0 | Remove textboxes, unlock input, play song 3 |
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3000 | 3001 | 30 | Play sound 9 , set flashlight to 5 , shake the screen for 90 frames, go to state 3001 |
Used when activating a teleporter (long version for level complete) |
3001 | 3002 | 15 | Set flashlight to 5 , go to state 3002, play sound 9 |
Used when activating a teleporter (long version for level complete) |
3002 | 3003 | 15 | Set flashlight to 5 , go to state 3003, play sound 9 |
Used when activating a teleporter (long version for level complete) |
3003 | 3004 | 15 | Set flashlight to 5 , set screenshake to 0 , go to state 3004, play sound 9 |
Used when activating a teleporter (long version for level complete) |
3004 | 3005 | 0 | Set flashlight to 5 , set screenshake to 0 , go to state 3005, play sound 10 |
Used when activating a teleporter (long version for level complete) |
3005 | 3006 | 50 | Go to a different state depending on the value of companion . 6 is 3006 , 7 is 3020 , 8 is 3040 , 9 is 3060 , 10 is 3080 , 11 is 3085 , and if translator_exploring_allowtele is true , go to state 3090 . Make the player invisible, and reset their color to 0 . Destroy the companion, and make the teleporter's tile 1 , and set the teleporter's color to 100 |
Used when activating a teleporter (long version for level complete) |
3006 | 3007 | 75 | Display the level complete textbox, run unlocknum(4) , set lastsaved to 4 (Verdigris), stop music. |
Hardcoded to display (flip)levelcomplete.png |
3007 | 3008 | 45 | Display a crewmate in a textbox, go to state 3008 | Hardcoded to display a sprite of a crewmate |
3008 | 3009 | 45 | Show the remaining crewmates, go to state 3009 | |
3009 | 3010 | 0 | Display the action prompt textbox, go to state 3010 | |
3010 | 3011/Nothing | 30/Nothing | If you press ACTION, go to state 3011 | If you don't press ACTION, it stays at 3010 |
3011 | 3070 | 0 | Go to state 3070 | |
3020 | 3021 | 75 | Display the level complete textbox, run unlocknum(3) , set lastsaved to 2 (Vitellary), stop music. |
Hardcoded to display (flip)levelcomplete.png |
3021 | 3022 | 45 | Display a crewmate in a textbox, go to state 3022 | Hardcoded to display a sprite of a crewmate |
3022 | 3023 | 45 | Show the remaining crewmates, go to state 3023 | |
3023 | 3024 | 0 | Display the action prompt textbox, go to state 3024 | |
3024 | 3025/Nothing | 30/Nothing | If you press ACTION, go to state 3025 | If you don't press ACTION, it stays at 3024 |
3025 | 3070 | 0 | Go to state 3070 | |
3040 | 3041 | 75 | Display the level complete textbox, run unlocknum(1) , set lastsaved to 5 (Victoria), stop music. |
Hardcoded to display (flip)levelcomplete.png |
3041 | 3042 | 45 | Display a crewmate in a textbox, go to state 3042 | Hardcoded to display a sprite of a crewmate |
3042 | 3043 | 45 | Show the remaining crewmates, go to state 3043 | |
3043 | 3044 | 0 | Display the action prompt textbox, go to state 3044 | |
3044 | 3045/Nothing | 30/Nothing | If you press ACTION, go to state 3045 | If you don't press ACTION, it stays at 3044 |
3045 | 3070 | 0 | Go to state 3070 | |
3050 | 3051 | 75 | Display the level complete textbox, run unlocknum(0) , set lastsaved to 1 (Violet), stop music. |
Hardcoded to display (flip)levelcomplete.png |
3051 | 3052 | 45 | Display a crewmate in a textbox, go to state 3052 | Hardcoded to display a sprite of a crewmate |
3052 | 3053 | 45 | Show the remaining crewmates, go to state 3053 | |
3053 | 3054 | 0 | Display the action prompt textbox, go to state 3054 | |
3054 | 3055/Nothing | 30/Nothing | If you press ACTION, go to state 3055 | If you don't press ACTION, it stays at 3054 |
3055 | 3056 | 10 | Fade out, go to state 3056 | |
3056 | 0 | If you've rescewed every crew member, run startlevel_final , otherwise run bigopenworld , unless no cutscene mode is on, then run bigopenworldskip |
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3060 | 3061 | 75 | Display the level complete textbox, run unlocknum(2) , set lastsaved to 3 (Vermilion), stop music. |
Hardcoded to display (flip)levelcomplete.png |
3061 | 3062 | 45 | Display a crewmate in a textbox, go to state 3062 | Hardcoded to display a sprite of a crewmate |
3062 | 3063 | 45 | Show the remaining crewmates, go to state 3063 | |
3063 | 3064 | 0 | Display the action prompt textbox, go to state 3064 | |
3064 | 3065/Nothing | 30/Nothing | If you press ACTION, go to state 3065 | If you don't press ACTION, it stays at 3064 |
3065 | 3070 | 0 | Go to state 3070 | |
3070 | 3071 | Fade out, go to state 3071 | ||
3071 | 3072 | Increment the state when the screen is fully black. | If the screen isn't fully black, it stays on this gamestate until the fade is complete | |
3072 | 0 | If the last saved crewmate is 2 (Vitellary):If crewstats[3] (Vermilion is rescued), turn flag 25 on.If crewstats[4] (Verdigris is rescued), turn flag 26 on.If crewstats[5] (Victoria is rescued), turn flag 24 on.If the last saved crewmate is 3 (Vermilion):If crewstats[2] (Vitellary is rescued), turn flag 50 on.If crewstats[4] (Verdigris is rescued), turn flag 49 on.If crewstats[5] (Victoria is rescued), turn flag 48 on.If the last saved crewmate is 4 : (Verdigris)If crewstats[2] (Vitellary is rescued), turn flag 54 on.If crewstats[3] (Vermilion is rescued), turn flag 55 on.If crewstats[5] (Victoria is rescued), turn flag 56 on.If the last saved crewmate is 5 (Victoria):If crewstats[2] (Vitellary is rescued), turn flag 37 on.If crewstats[3] (Vermilion is rescued), turn flag 38 on.If crewstats[4] (Verdigris is rescued), turn flag 39 on.Set the companion to 0 .If all crewmates have been rescued, run startlevel_final .If 4 have been rescued: Set companion to 11 , turn on supercrewmate mode, and start Intermission 1. Run script intermission_1 , turn flag 19 on. If lastsaved is 2 (Vitellary), set flag 32 on. If lastsaved is 3 (Vermilion), set flag 35 on. If lastsaved is 4 (Verdigris), set flag 34 on. If lastsaved is 5 (Victoria), set flag 33 on.If 5 have been rescued: Start Intermission 2. Run script intermission_2 , turn flag 20 on. If lastsaved is 2 (Vitellary), set flag 32 on. If lastsaved is 3 (Vermilion), set flag 35 on. If lastsaved is 4 (Verdigris), set flag 34 on. If lastsaved is 5 (Victoria), set flag 33 on.For any other amount of rescued crewmates: Run script regularreturn . |
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3080 | 3100/3081 | If in an intermission, start fading out, reset the current companion to 0, and go to state 3100. Otherwise, run unlocknum(7) , start fading out, reset the current companion to 0, and go to state 3081 |
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3081 | 3082 | If the screen is fully black, go to state 3082 | ||
3082 | 0 | Run script regularreturn , and disable finalmode. |
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3085 | 3086/3087 | If in an intermission, start fading out, reset the current companion to 0, and go to state 3086. Otherwise, run unlocknum(6) , start fading out, reset the current companion to 0, and go to state 3087 |
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3086 | 3087 | If the screen is fully black, go to state 3087 | ||
3087 | 0 | Run script regularreturn , and disable finalmode |
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3090 | 3100 | Start fading out, reset the current companion to 0, and go to state 3100. Fade the music out, and turn off supercrewmate mode | ||
3091 | 3092 | 60 | Fade the music out, and go to state 3092 | |
3092 | 3100 | If the screen is fully black, go to state 3100 | ||
3100 | 3101 | If the screen is fully black, go to state 3101 | ||
3101 | 0 | Quit to the menu. Play music 6, and go to state 0 | ||
3500 | 3501 | 120 | Fade the music out, go to state 3501 | |
3501 | 3502 | 75 | Display the game complete text, run unlocknum(5) , set Viridian as rescued, play music 7, unlock the vvvvvvgamecomplete achievement |
Game complete! |
3502 | 3503 | 60 | Display the text All Crew Members Rescued! in a transparent textbox |
|
3503 | 3504 | 60 | Display the text Trinkets Found: {gamecomplete_n_trinkets} in a transparent textbox |
|
3504 | 3505 | 60 | Display the text Game Time: {gamecomplete_time} in a transparent textbox |
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3505 | 3506 | 60 | Display the text Total Flips: {gamecomplete_n_flips} in a transparent textbox |
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3506 | 3507 | 60 | Display the text Total Deaths: {gamecomplete_n_deaths} in a transparent textbox |
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3507 | 3508 | 60 | Display the text Hardest Room (with {gamecomplete_hardest_room} death[s]) in a transparent textbox |
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3508 | 3509 | 0 | Display the action prompt | Press ACTION to continue |
3509 | 3510 | 30 | If the action is pressed, go to state 3510 | |
3510 | 3511/3520 | 120/0 | Save stats, unlock achievements. If in no death mode, go to state 3520, with a statedelay of 0. Otherwise, go to 3511, with a statedelay of 120 | |
3511 | 3512 | 30 | Change the player's color to 102 . Set flashlight to 5, shake the screen for 90 frames, play sound 9
| |
3512 | 3513 | 15 | Set flashlight to 5, play sound 9 |
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3513 | 3514 | 15 | Set flashlight to 5, play sound 9 |
|
3514 | 3515 | 15 | Set flashlight to 5, play sound 9 |
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3515 | 3516 | 60 | Set flashlight to 5, reset screen shake, set the player's color to 0 , make the player invisible, play sound 10 , and go to state 3516 |
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3516 | 3517 | Start fading out | ||
3517 | 3518 | If the screen is fully black, go to state 3518 | ||
3518 | 0 | 30 | Start fading in, turn off finalmode and related values, make the cutscene bars instantly appear, set teleport_to_new_area to true, and set teleportscript to gamecomplete |
|
3520 | 3521 | 0 | Lock player input, mark Viridian as rescued, and start fading out | |
3521 | 3522 | If the screen is fully black, go to state 3522 | ||
3522 | 0 | Go to the no death mode complete screen | ||
4000 | 4001 | 10 | Start fading out, set flashlight to 5, shake the screen for 10 frames, play sound 9 , and go to state 4001 |
The gamestate and the state delay are set manually to bypass state locking. |
4001 | 4002 | 0 | Set flashlight to 5, reset screen shake, play sound 10 , and go to state 4002 |
The gamestate and the state delay are set manually to bypass state locking. |
4002 | 4003 | 10 | Reset the player's color to 0, make them invisible. Set the teleporter's tile to 1, and its color to 100. Go to state 4003 | |
4003 | 0 | 0 | Set teleport_to_new_area to true, and unlock the state lock. |
The gamestate and the state delay are set manually to bypass state locking. |
4010 | 4011 | 15 | Start fading out, set flashlight to 5, shake the screen for 90 frames, play sound 9 , and go to state 4011 |
|
4011 | 4012 | 0 | Set flashlight to 5, reset screen shake, play sound 10 , and go to state 4012 |
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4012 | 4013 | 5 | Reset the player's color to 0, make them visible. Make them face right, and modify their velocity. Teleport them to the center of the teleporter, set the teleporter's tile to 2, and the teleporter's tile to 101. Go to state 4013 | |
4013 | 4014 | Increase the player's X position by 10 |
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4014 | 4015 | Increase the player's X position by 10 |
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4015 | 4016 | Increase the player's X position by 8 |
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4016 | 4017 | Increase the player's X position by 6 |
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4017 | 4018 | Increase the player's X position by 3 |
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4018 | 4019 | Increase the player's X position by 1 |
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4019 | 0 | Create the teleporter activity zone, unlock input and go to state 0. If NOT in a time trial, or in no death mode, or in an intermission, then save a telesave | ||
4020 | 4021 | 15 | Set flashlight to 5, shake the screen for 90 frames, play sound 9 , and go to state 4021 |
|
4021 | 4022 | 0 | Set flashlight to 5, reset screen shake, play sound 10 , and go to state 4022 |
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4022 | 4023 | 5 | Reset the player's color to 0, make them visible. Make them face right, and modify their velocity. Teleport them to the center of the teleporter, set the teleporter's tile to 2, and the teleporter's tile to 101. Go to state 4023 | |
4023 | 4024 | Increase the player's X position by 12 |
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4024 | 4025 | Increase the player's X position by 12 |
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4025 | 4026 | Increase the player's X position by 10 |
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4026 | 4027 | Increase the player's X position by 8 |
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4027 | 4028 | Increase the player's X position by 5 |
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4028 | 4029 | Increase the player's X position by 2 |
||
4029 | 0 | Unlock input | ||
4030 | 4031 | 15 | Set flashlight to 5, shake the screen for 90 frames, play sound 9 , and go to state 4031 |
|
4031 | 4032 | 0 | Set flashlight to 5, reset screen shake, play sound 10 , and go to state 4032 |
|
4032 | 4033 | 5 | Reset the player's color to 0, make them visible. Make them face right, and modify their velocity. Teleport them to the center of the teleporter, set the teleporter's tile to 2, and the teleporter's tile to 101. Go to state 4033 | |
4033 | 4034 | Decrease the player's X position by 12 |
||
4034 | 4035 | Decrease the player's X position by 12 |
||
4035 | 4036 | Decrease the player's X position by 10 |
||
4036 | 4037 | Decrease the player's X position by 8 |
||
4037 | 4038 | Decrease the player's X position by 5 |
||
4038 | 4039 | Decrease the player's X position by 2 |
||
4039 | 0 | Unlock input | ||
4040 | 4041 | 15 | Set flashlight to 5, shake the screen for 90 frames, play sound 9 , and go to state 4041 |
|
4041 | 4042 | 0 | Set flashlight to 5, reset screen shake, play sound 10 , and go to state 4042 |
|
4042 | 4043 | 5 | Reset the player's color to 0, make them visible. Make them face right, and modify their velocity. Teleport them to the center of the teleporter, set the teleporter's tile to 2, and the teleporter's tile to 101. Go to state 4043 | |
4043 | 4044 | Increase the player's X position by 12 , and decrease the player's Y position by 15 |
||
4044 | 4045 | Increase the player's X position by 12 , and decrease the player's Y position by 10 |
||
4045 | 4046 | Increase the player's X position by 12 , and decrease the player's Y position by 10 |
||
4046 | 4047 | Increase the player's X position by 8 , and decrease the player's Y position by 8 |
||
4047 | 4048 | Increase the player's X position by 6 , and decrease the player's Y position by 8 |
||
4048 | 4049 | Increase the player's X position by 3 |
||
4049 | 0 | Unlock input | ||
4050 | 4051 | 15 | Set flashlight to 5, shake the screen for 90 frames, play sound 9 , and go to state 4051 |
|
4051 | 4052 | 0 | Set flashlight to 5, reset screen shake, play sound 10 , and go to state 4052 |
|
4052 | 4053 | 5 | Reset the player's color to 0, make them visible. Make them face right, and modify their velocity. Teleport them to the center of the teleporter, set the teleporter's tile to 2, and the teleporter's tile to 101. Go to state 4053 | |
4053 | 4054 | Increase the player's X position by 4 , and decrease the player's Y position by 15 |
||
4054 | 4055 | Increase the player's X position by 4 , and decrease the player's Y position by 10 |
||
4055 | 4056 | Increase the player's X position by 4 , and decrease the player's Y position by 10 |
||
4056 | 4057 | Increase the player's X position by 4 , and decrease the player's Y position by 8 |
||
4057 | 4058 | Increase the player's X position by 2 , and decrease the player's Y position by 8 |
||
4058 | 4059 | Increase the player's X position by 1 |
||
4059 | 0 | Unlock input | ||
4060 | 4061 | 15 | Set flashlight to 5, shake the screen for 90 frames, play sound 9 , and go to state 4061 |
|
4061 | 4062 | 0 | Set flashlight to 5, reset screen shake, play sound 10 , and go to state 4062 |
|
4062 | 4063 | 5 | Reset the player's color to 0, make them visible. Make them face right, and modify their velocity. Teleport them to the center of the teleporter, set the teleporter's tile to 2, and the teleporter's tile to 101. Go to state 4063 | |
4063 | 4064 | Decrease the player's X position by 28 , and decrease the player's Y position by 8 |
||
4064 | 4065 | Decrease the player's X position by 28 , and decrease the player's Y position by 8 |
||
4065 | 4066 | Decrease the player's X position by 25 |
||
4066 | 4067 | Decrease the player's X position by 25 |
||
4067 | 4068 | Decrease the player's X position by 20 |
||
4068 | 4069 | Decrease the player's X position by 16 |
||
4069 | 0 | Unlock input | ||
4070 | 4071 | 15 | Set flashlight to 5, shake the screen for 90 frames, play sound 9 , and go to state 4071 |
|
4071 | 4072 | 0 | Set flashlight to 5, reset screen shake, play sound 10 , and go to state 4072 |
|
4072 | 4073 | 5 | Set the player's color to the last rescued crewmate's color, make them visible. Make them face right, and modify their velocity. Teleport them to the center of the teleporter, set the teleporter's tile to 2, and the teleporter's tile to 101. Go to state 4073 | |
4073 | 4074 | Increase the player's X position by 10 |
||
4074 | 4075 | Increase the player's X position by 10 |
||
4075 | 4076 | Increase the player's X position by 8 |
||
4076 | 4077 | Increase the player's X position by 6 |
||
4077 | 4078 | Increase the player's X position by 3 |
||
4078 | 4079 | Increase the player's X position by 1 |
||
4079 | 0 | Run the script finallevel_teleporter |
||
4080 | 4081 | 15 | Set flashlight to 5, shake the screen for 90 frames, play sound 9 , and go to state 4081 |
|
4081 | 4082 | 0 | Set flashlight to 5, reset screen shake, play sound 10 , and go to state 4082 |
|
4082 | 4083 | 5 | Reset the player's color to 0, make them visible. Make them face right, and modify their velocity. Teleport them to the center of the teleporter, set the teleporter's tile to 2, and the teleporter's tile to 101. Go to state 4083 | |
4083 | 4084 | Increase the player's X position by 10 |
||
4084 | 4085 | Increase the player's X position by 10 |
||
4085 | 4086 | Increase the player's X position by 8 |
||
4086 | 4087 | Increase the player's X position by 6 |
||
4087 | 4088 | Increase the player's X position by 3 |
||
4088 | 4089 | Increase the player's X position by 1 |
||
4089 | 0 | Run the script gamecomplete_ending |
||
4090 | 4091 | 15 | Set flashlight to 5, shake the screen for 90 frames, play sound 9 , and go to state 4091 |
|
4091 | 4092 | 0 | Set flashlight to 5, reset screen shake, play sound 10 , and go to state 4092 |
|
4092 | 4093 | 5 | Reset the player's color to 0, make them visible. Make them face right, and modify their velocity. Teleport them to the center of the teleporter, set the teleporter's tile to 2, and the teleporter's tile to 101. Go to state 4093 | |
4093 | 4094 | Increase the player's X position by 10 |
||
4094 | 4095 | Increase the player's X position by 10 |
||
4095 | 4096 | Increase the player's X position by 8 |
||
4096 | 4097 | Increase the player's X position by 6 |
||
4097 | 4098 | Increase the player's X position by 3 |
||
4098 | 4099 | Increase the player's X position by 1 |
||
4099 | 0 | Run the script levelonecomplete_ending . If no cutscene mode is on, run script levelcompleteskip instead |