Brawl - Kirby - Subaction - SpecialAirN_10

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Stats

IASA: None
Subaction Index: 0x28e

Scripts

Main

  1. AsyncWait(3.0)
  2. ChangeHurtBoxStateSpecific { bone: 430, state: IntangibleFlashing }
  3. AsyncWait(17.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 433, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 80, wdsk: 0, kbg: 100, shield_damage: 2, bkb: 15, size: 4.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. AddHitBoxDamage { hitbox_id: 0, add_damage: Variable(RandomAccessInt(ThrowDataParam2)) }
  6. SyncWait(1.0)
  7. CreateHitBox(HitBoxArguments { bone_index: 431, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 2, bkb: 15, size: 5.5, x_offset: 8.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 431, hitbox_id: 1, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 2, bkb: 15, size: 4.0, x_offset: -1.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 430, hitbox_id: 2, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 2, bkb: 15, size: 3.0, x_offset: -1.5, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  10. AddHitBoxDamage { hitbox_id: 0, add_damage: Variable(RandomAccessInt(ThrowDataParam2)) }
  11. AddHitBoxDamage { hitbox_id: 1, add_damage: Variable(RandomAccessInt(ThrowDataParam2)) }
  12. AddHitBoxDamage { hitbox_id: 2, add_damage: Variable(RandomAccessInt(ThrowDataParam2)) }
  13. SyncWait(4.0)
  14. UnchangeHurtBoxStateSpecific
  15. DeleteAllHitBoxes

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 262, graphic: 1, bone: 400, x_offset: -4.0, y_offset: -3.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: -8.0, scale: 0.7, randomize: None, terminate_with_animation: true })
  2. AsyncWait(2.0)
  3. FlashEffectOverlay { red: 255, green: 255, blue: 128, alpha: 160 }
  4. AsyncWait(3.0)
  5. SetColorOfFlashEffectOverlay { transition_time: 5, red: 255, green: 255, blue: 128, alpha: 0 }
  6. AsyncWait(8.0)
  7. RemoveFlashEffect

SFX

  1. AsyncWait(18.0)
  2. SoundEffect1(6840)
  3. SoundEffect1(169)

Other

  1. AsyncWait(18.0)
  2. ScreenShake { magnitude: 0 }
  3. Rumble { unk1: 13, unk2: 0 }