different scroll speeds at different parts of the stage? so you need something that can check the previous scroll speed before it stopped?
The only way I could think around it is....
The animation checks the current scroll speed and then plays another animation (same animation but different freespecial) which ends in the previous checked scrollspeed after being stopped, in theory.
he could have a decoration or npc entity spawn at the beginning of the stage, this entity has no gravity , always stays at the center of the screen, and it checks stage coordinates , if using inline scripts the looped animation has to be fast to the centisecond when certain coordinates are found it changes animation and this new animation constantly checks for the next set of coordinates, scroll speed changes, no need to store previous speeds, bacause the entity controls all the speeds the stage is going to use.
if a speed needs to match the previous stage speed, just take the last value the previous stage entity used.
then only thing that would require a true scrollspeed check is if Torank's characters somehow atually affected the scrollspeed of a stage, then it would make sense to have something check scrollspeed and react dynamically.
I undesrtand
@O Ilusionista MAY have made a more advanced method of dynamically changing a stage's lights (in order to alter the how the shadows are cast)
kind of like what i did on the Aztec stage , where character shadows match the elongation and angle of the stage's pre-rendered shadows.
a better version of this allows for the shadows to change if you scroll back and forth, and maybe O ilusionista managed this.
Anyway same thing , whatever method accomplishes the light change in the way i described, can also affect scrollspeed....