P+ - Bowser - Subaction - SpecialN

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Stats

IASA: None
Subaction Index: 0x1ce

Scripts

Main

  1. FloatVariableSet { variable: LongtermAccessFloat (0x13), value: 37 }
  2. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(115), Bool(false), Bool(false)] }
  3. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(786454), Bool(false), Bool(false)] }
  4. BoolVariableSetFalse { variable: LongtermAccessBool (0x77) }
  5. AsyncWait(15.0)
  6. BoolVariableSetTrue { variable: RandomAccessBool(EnableGlide) }

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 9, 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. FlashEffectOverlay { red: 255, green: 255, blue: 255, alpha: 140 }
  3. SyncWait(1.0)
  4. if ((LongtermAccessInt(CostumeID) GreaterThanOrEqual scalar(20)))
    1. IfStatementAnd ((LongtermAccessInt(CostumeID) LessThanOrEqual scalar(30)))
    2. FlashEffectOverlay { red: 0, green: 80, blue: 255, alpha: 200 }
  5. else
    1. FlashEffectOverlay { red: 255, green: 80, blue: 0, alpha: 200 }
  6. SetColorOfFlashEffectOverlay { transition_time: 15, red: 0, green: 0, blue: 0, alpha: 0 }
  7. AsyncWait(14.0)
  8. if (OnGround)
    1. GraphicEffect(GraphicEffect { graphic: 11, bone: 0, x_offset: 8.0, y_offset: 0.0, z_offset: 7.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.4, 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 })
  9. AsyncWait(15.0)
  10. RemoveFlashEffect
  11. if ((LongtermAccessInt(CostumeID) GreaterThanOrEqual scalar(20)))
    1. IfStatementAnd ((LongtermAccessInt(CostumeID) LessThanOrEqual scalar(30)))
    2. FlashEffectOverlay { red: 0, green: 128, blue: 255, alpha: 80 }
  12. else
    1. FlashEffectOverlay { red: 255, green: 128, blue: 0, alpha: 80 }
  13. SetColorOfFlashEffectOverlay { transition_time: 18, red: 0, green: 0, blue: 0, alpha: 0 }
  14. GraphicEffect(GraphicEffect { graphic: 39, 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: false })
  15. loop 3 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 12, bone: 54, 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: true })
    2. if ((LongtermAccessInt(CostumeID) GreaterThanOrEqual scalar(20)))
      1. IfStatementAnd ((LongtermAccessInt(CostumeID) LessThanOrEqual scalar(30)))
      2. ExternalGraphicEffect(ExternalGraphicEffect { file: 12, graphic: 16, bone: 54, 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 })
    3. else
      1. ExternalGraphicEffect(ExternalGraphicEffect { file: 12, graphic: 2, bone: 54, 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 })
    4. SyncWait(6.0)
  16. RemoveFlashEffect

SFX

  1. AsyncWait(14.0)
  2. if (OnGround)
    1. SoundEffectVictory(3848)
  3. AsyncWait(15.0)
  4. SoundEffectTransient(3837)

Other

  1. SlopeContourStand { leg_bone_parent: 4 }
  2. AsyncWait(14.0)
  3. SlopeContourStand { leg_bone_parent: 6 }
  4. AsyncWait(15.0)
  5. Rumble { unk1: 13, unk2: 0 }