LXP2.1 - Ganon-Mage - Subaction - SpecialLwFloat

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Stats

IASA: None
Subaction Index: 0x1e3

Scripts

Main

  1. if ((InternalConstantInt(PreviousAction) Equal scalar(286)))
    1. if (BoolIsTrue LongtermAccessBool (0x71))
      1. BoolVariableSetFalse { variable: LongtermAccessBool (0x71) }
      2. AddVelocity { x_vel: Constant(0.0), y_vel: Constant(0.47) }
    2. if (BoolIsTrue LongtermAccessInt (0x54))
      1. BoolVariableSetFalse { variable: LongtermAccessInt (0x54) }
      2. AddVelocity { x_vel: Constant(1.1), y_vel: Constant(0.0) }
    3. if (BoolIsTrue LongtermAccessInt (0x55))
      1. BoolVariableSetFalse { variable: LongtermAccessInt (0x55) }
      2. AddVelocity { x_vel: Constant(-1.0), y_vel: Constant(0.0) }
  2. SyncWait(1.0)
  3. loop Infinite times:
    1. if (HasAFloorBelowThePlayer scalar(42.1))
      1. IfStatementAnd (not(HasAFloorBelowThePlayer scalar(0)))
      2. if (ButtonPress value(6))
        1. IfStatementOr (ButtonPress value(7))
        2. IfStatementOr (ButtonPress value(8))
        3. SetAirGround(0)
        4. SetOrAddVelocity(SetOrAddVelocity { x_vel: 0.0, y_vel: 0.0, x_set: true, y_set: true })
        5. RemoveCallEveryFrame { thread_id: 9 }
        6. IntVariableSet { variable: LongtermAccessInt(JumpsUsed), value: 2 }
        7. UnknownEvent { namespace: 0xc, code: 0x1c, unk1: 0x0, arguments: [Value(2), Value(14)] }
        8. DisableInterruptGroup(AirDodge)
        9. DisableInterruptGroup(AirSpecial)
        10. DisableInterrupt(10146)
        11. DisableInterrupt(10148)
        12. DisableInterrupt(10149)
        13. EnableInterrupt(10028)
        14. UnknownEvent { namespace: 0x4, code: 0x1, unk1: 0x0, arguments: [Value(22), Requirement { flip: false, ty: AnimationEnd }] }
        15. ChangeSubactionRestartFrame(AppealFloat)
    2. SyncWait(0.1)

GFX

  1. NormalizePhysics
  2. if (not(BoolIsTrue LongtermAccessBool (0x75)))
    1. EnableInterruptGroup(AirDodge)
  3. SoundEffect1(27984)
  4. SyncWait(10.0)
  5. SyncWait(50.0)
  6. if ((LongtermAccessInt (0x5c) GreaterThan value(90)))
    1. loop Infinite times:
      1. loop 200 times:
        1. if (HasAFloorBelowThePlayer scalar(20000))
          1. IfStatementAnd (not(HasAFloorBelowThePlayer scalar(40)))
          2. IntVariableSubtract { variable: RandomAccessInt(ThrowDataParam1), value: 5 }
        2. else
          1. if (HasAFloorBelowThePlayer scalar(40.1))
            1. IfStatementAnd (not(HasAFloorBelowThePlayer scalar(0)))
            2. IntVariableSubtract { variable: RandomAccessInt(ThrowDataParam1), value: 0 }
          2. else
            1. IntVariableSubtract { variable: RandomAccessInt(ThrowDataParam1), value: 5 }
        3. SyncWait(1.0)
      2. SoundEffectTransient(27984)
      3. if (HasAFloorBelowThePlayer scalar(20000))
        1. IfStatementAnd (not(HasAFloorBelowThePlayer scalar(40)))
        2. IntVariableSubtract { variable: RandomAccessInt(ThrowDataParam1), value: 5 }
      4. else
        1. if (HasAFloorBelowThePlayer scalar(40.1))
          1. IfStatementAnd (not(HasAFloorBelowThePlayer scalar(0)))
          2. IntVariableSubtract { variable: RandomAccessInt(ThrowDataParam1), value: 0 }
        2. else
          1. IntVariableSubtract { variable: RandomAccessInt(ThrowDataParam1), value: 5 }
      5. SyncWait(1.0)

SFX

  1. FrameSpeedModifier { multiplier: 0.5, unk: 0 }
  2. SyncWait(4.0)
  3. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  4. if ((LongtermAccessInt (0x5c) GreaterThan scalar(90)))
    1. loop Infinite times:
      1. if (HasAFloorBelowThePlayer scalar(42.1))
        1. IfStatementAnd (not(HasAFloorBelowThePlayer scalar(0)))
        2. if ((LongtermAccessInt (0x5c) LessThanOrEqual scalar(90)))
          1. if ((LongtermAccessInt (0x5c) LessThanOrEqual scalar(60)))
            1. Rumble { unk1: 16, unk2: 0 }
            2. SyncWait(1.0)
            3. SyncWait(1.0)
          2. else
            1. SyncWait(1.0)
            2. SyncWait(2.0)
        3. else
          1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 27, bone: 3, 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, randomize: None, terminate_with_animation: false })
          2. SyncWait(13.0)
      2. else
        1. Rumble { unk1: 16, unk2: 0 }
        2. SyncWait(1.0)
        3. SyncWait(1.0)
      3. SyncWait(1.0)
  5. else
    1. loop Infinite times:
      1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 27, bone: 3, 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, randomize: None, terminate_with_animation: false })
      2. SyncWait(13.0)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(10.0)
  3. IntVariableSet { variable: LongtermAccessInt(JumpsUsed), value: 2 }
  4. FloatVariableSet { variable: LongtermAccessFloat (0x51), value: 0 }