Brawl - Kirby - Subaction - SpecialN2

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Stats

IASA: None
Subaction Index: 0x25b

Scripts

Main

  1. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 1 }
  2. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(10), Value(1)] }
  3. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 7, trajectory: 361, kbg: 100, wdsk: 0, bkb: 0, effect: Normal, unk0: 1.0, unk1: 0.0, unk2: 1.0, unk3: 2, sfx: Unique, grab_target: AerialAndGrounded, unk4: true, unk5: true, i_frames: 0 })
  4. SpecifyThrow(SpecifyThrow { throw_use: GrabInterrupt, bone: 0, damage: 4, trajectory: 361, kbg: 100, wdsk: 0, bkb: 0, effect: Normal, unk0: 1.0, unk1: 0.0, unk2: 1.0, unk3: 0, sfx: Kick, grab_target: AerialAndGrounded, unk4: true, unk5: true, i_frames: 0 })
  5. AsyncWait(6.0)
  6. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  7. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }
  8. AsyncWait(25.0)
  9. BoolVariableSetTrue { variable: RandomAccessBool(EnableGlide) }
  10. AsyncWait(26.0)
  11. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }

GFX

  1. AsyncWait(25.0)
  2. GraphicEffect(GraphicEffect { graphic: 28, bone: 400, x_offset: -5.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, random_x_offset: 0.0, random_y_offset: 0.0, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: true })

SFX

  1. AsyncWait(1.0)
  2. SoundEffectVictory(6980)
  3. SyncWait(24.0)
  4. SoundEffect1(6978)
  5. SyncWait(1.0)
  6. SoundEffect1(3032)

Other

  1. Rumble { unk1: 12, unk2: 0 }
  2. AsyncWait(25.0)
  3. Rumble { unk1: 13, unk2: 0 }