;Coffin Rain 500 Power Required
[Statedef 950]
type = S
movetype= A
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = 900
poweradd = -500
sprpriority = 2
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1
[State 0, Helper]
type = Helper
trigger1 = time%3=1 && time <245
name = "CoffinRain"
ID = 902
stateno = 902
pos = -200+random%600,-250;-200+random%400
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
[State 902, Helper]
type = Helper
trigger1 = time >= 260 && time%3=0
name = "CoffinRain"
ID = 902
stateno = 902
pos = -200+random%400,-250;-200+random%400
postype = p1
facing = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;Coffin Fall
[Statedef 902]
type = S
movetype= A
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = 902
poweradd = 10
sprpriority = 2
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1
ignorehitpause = 1
[State 902 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 23, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s1000
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 11
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 15
numhits = 1
forcenofall = 1
[State 0, VelSet]
type = VelSet
trigger1 = time < 3
x = 0
y = 1
[State 0, DestroySelf]
type = DestroySelf
trigger1 = pos y > 0 && vel y > 0
;Coffin Land State (Working On This Still)
[Statedef 903]
type = U
movetype= I
physics = N
juggle = 1
velset = 0,0
ctrl = 0
anim = 903
sprpriority = 2
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1
ignorehitpause = 1
[State 0, Helper]
type = Helper
trigger1 = 1
name = "CoffinLand"
ID = 903
stateno = 903
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
[State 0, DestroySelf]
type = DestroySelf
trigger1 = pos y > 0 && vel y > 0
i need help making the coffin stick to the ground when they rain down, i'm stuck and not sure how to code it
heres a screen shot