LXP2.1 - Shadow - Subaction - LandingFallSpecial

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

Stats

IASA: 21
Subaction Index: 0x33

Scripts

Main

  1. if ((InternalConstantInt(PreviousAction) Equal scalar(276)))
    1. FloatVariableSet { variable: LongtermAccessFloat (0x60), value: InternalConstantInt(HorizontalCharacterVelocity) }
    2. FloatVariableSet { variable: LongtermAccessFloat (0x61), value: InternalConstantInt(VerticalCharacterVelocity) }
    3. SetVelocity { x_vel: 0.0, y_vel: 0.0 }
    4. if ((LongtermAccessFloat (0x60) GreaterThan scalar(1.4)))
      1. FloatVariableSet { variable: LongtermAccessFloat (0x60), value: 1.4 }
    5. else
      1. if ((LongtermAccessFloat (0x60) LessThan scalar(-1.4)))
        1. FloatVariableSet { variable: LongtermAccessFloat (0x60), value: -1.4 }
    6. AddVelocity { x_vel: Variable(LongtermAccessFloat(Address(96))), y_vel: Variable(LongtermAccessFloat(Address(97))) }

GFX

  1. GraphicEffect(GraphicEffect { graphic: 11, bone: 82, 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 })

SFX

  1. SoundEffectOther1(6521)
  2. SoundEffect1(6509)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. Rumble { unk1: 4, unk2: 0 }