LXP2.1 - Shadow - Subaction - SpecialSSpear

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Stats

IASA: None
Subaction Index: 0x1f

Scripts

Main

  1. FrameSpeedModifier { multiplier: 0.8, unk: 0 }
  2. AsyncWait(8.0)
  3. FrameSpeedModifier { multiplier: 1.2, unk: 0 }
  4. FloatVariableSet { variable: LongtermAccessFloat (0x60), value: InternalConstantInt(HorizontalCharacterVelocity) }
  5. FloatVariableSet { variable: LongtermAccessFloat (0x61), value: 0 }
  6. FloatVariableMultiply { variable: LongtermAccessFloat (0x60), value: 0.25 }
  7. loop 4 times:
    1. SetVelocity { x_vel: 0.0, y_vel: 0.0 }
    2. AddVelocity { x_vel: Variable(LongtermAccessFloat(Address(96))), y_vel: Variable(LongtermAccessFloat(Address(97))) }
    3. SyncWait(1.0)
  8. AsyncWait(12.0)
  9. DisableMovement(DisableHorizontal)
  10. GenerateArticle { article_id: 0, subaction_only: true }
  11. AsyncWait(60.0)
  12. AllowInterrupts

GFX

  1. AsyncWait(2.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 38, bone: 67, x_offset: 0.0, y_offset: 0.0, z_offset: 1.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.2, randomize: None, terminate_with_animation: true })

SFX

  1. AsyncWait(4.0)
  2. AsyncWait(12.0)
  3. SoundEffect1(6502)
  4. if (RollADie value(2))
    1. SoundEffect1(6497)
  5. else
    1. SoundEffect1(6500)
    2. SoundEffect1(6500)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(12.0)
  3. Rumble { unk1: 13, unk2: 0 }