P+ - Bowser - Subaction - SpecialAirLw

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 |

Stats

IASA: None
Hitboxes active: 32
Hitbox set 0 hits: 32
Subaction Index: 0x1d7

Scripts

Main

  1. AsyncWait(31.0)
  2. Armor { armor_type: HeavyArmorKnockbackBased, tolerance: 200.0 }
  3. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  4. if ((InternalConstantInt(PreviousAction) Equal scalar(281)))
    1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(25.0), trajectory: 80, wdsk: 0, kbg: 81, shield_damage: 16, bkb: 60, size: 8.2, x_offset: 0.0, y_offset: 5.2, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.15, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 3, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Butt, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  5. else
    1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(25.0), trajectory: 80, wdsk: 0, kbg: 100, shield_damage: 16, bkb: 0, size: 8.2, x_offset: 0.0, y_offset: 5.2, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.15, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 3, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Butt, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  6. AsyncWait(108.0)
  7. CreateInterrupt { interrupt_id: None, action: FallSpecial, requirement: (CharacterExists) }

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 7, 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, randomize: Some(ExternalGraphicEffectRandomize { 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: false })
  2. AsyncWait(31.0)
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 12, graphic: 4, 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, randomize: None, terminate_with_animation: true })
  4. loop Infinite times:
    1. Subroutine(0x13c40)
    2. SyncWait(20.0)
    3. RemoveFlashEffect

SFX

  1. AsyncWait(3.0)
  2. SoundEffectStop(3844)
  3. SoundEffect1(3845)

Other

  1. AsyncWait(11.0)
  2. Rumble { unk1: 13, unk2: 0 }