LXP2.1 - DoctorMario - Subaction - LandingFallSpecial

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 |

Stats

IASA: 22
Subaction Index: 0x33

Scripts

Main

  1. Subroutine(Wait1 Main 0x6bf4)
  2. if ((LongtermAccessFloat(SpecialLandingLag) NotEqual scalar(10)))
    1. FrameSpeedModifier { multiplier: 1.5, unk: 0 }

GFX

  1. GraphicEffect(GraphicEffect { graphic: 11, bone: 0, x_offset: 0.0, 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 })
  2. if ((InternalConstantInt(PreviousAction) Equal scalar(276)))
    1. IfStatementAnd (BoolIsTrue LongtermAccessBool (0x76))
    2. if (BoolIsTrue LongtermAccessBool (0x77))
      1. if (not(FacingRight))
        1. UnknownEvent { namespace: 0x20, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: InternalConstant, data_type: Int, address: 43029 }), Bool(false)] }
        2. ReverseDirection
    3. else
      1. if (not(FacingLeft))
        1. UnknownEvent { namespace: 0x20, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: InternalConstant, data_type: Int, address: 43029 }), Bool(false)] }
        2. ReverseDirection

SFX

  1. SoundEffectOther1(294)
  2. AsyncWait(1.0)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. Rumble { unk1: 4, unk2: 0 }
  3. AsyncWait(4.0)
  4. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 4 }