This is the sheet I made to keep track of the objects and where their default position is, it is always very helpful to write down the most important stats of your objects so you don't have to keep getting back into modmaker to look it up.
Here's what the objects do, sorted by the order in which they appear in the replay and tagged with their object number:
6: The intact tomb lid, moved around at the start by hacking on some simple LINVEL and ANGVEL
7, 8, 9 ,10: The shattered pieces of the tomb lid, taking the place of the intact lid by hacking POS, made flying using LINVEL. They also have a downwards thrust to them to make them seem heavier when falling.
12: This object is invisible and used to make sound effects. The sound of the tomb bursting is the sound of this object hitting Tori in the head. Please god hampa add custom effects so I don't have to do this anymore
11: The object simulating Tori rising from the tomb. Hacked into place with POS and flying by a massive LINVEL boost. Also used a couple frames later when Tori comes back down from the sky.
16: Originally only meant to appear at the end of the replay where Tori vanishes in a flash. Used this to add a flash when Tori lands.
12: Again we have the sound effect object. First from the impact that sends Uke flying and then later when he crashes into the tree.
13 and 14: The cross, because undead stuff are afraid of crosses right? They are held floating in the air by and upwards thrust every frame matching the gravity x their mass. Hacked into place with POS and pushed forward by LINVEL.
12: Sound effect again. Tori is sent flying backwards by LINVEL, focused more heavily on his upper body.
1, 2, 3: This was the hardest part of the replay to make and thus I gave the disconnected scythe parts the earliest object numbers because I knew this was going to take the longest. The lower the number of the object the easier it is to find and manipulate in Notepad. What happens here is the three disconnected parts are held floating by the same principle and the cross from earlier. They are then dragged into position by painstakingly accurate LINVEL and ANGVEL. They are later swapped out for the complete scythe. Not only did they have to be in the correct position at the correct frame, they also had to have the correct rotation. This step took 2-3 hours.
4, 5: As the connected version of the scythe appears the disconnected parts are teleported away. The full scythe had to be adjusted to the slightly leaning rotation of the disconneted objects using QAT. Some LINVEL makes it land in Toris hand.
Uke gets sliced up using CRUSH. His bodyparts are sent floating into the tomb using LINVEL at regular intervals.
16: The flash object from earlier is back again, used for cool effects as the tomb lid is put back on(how does Tori fabricate stone from thin air? Maybe I'm just lazy). It teleports 4 times using POS to create a flickering effect.
6: The whole tomb lid teleported back into its original POSition.
16, 15: The flash object makes his last appearance along with his cousin, the taller flash object. Teleported into place by POS and then teleported away to create another flashing effect.
As the flash objects are teleported into place Tori is teleported out using the amazing blink script by Blam and Eleeth.
The replay ends.
Clarification on the terminology:
LINVEL = Linear Velocity, movement on the 3 axis
ANGVEL = Angular Velocity, rotation on the 3 axis
POS = Position, position on the 3 axis
QAT = Not sure what it stands for but it determines rotation on a specific frame, uses 4 variables instead of 3 for some reason.