P+ - Kirby - Subaction - DummySpecialLwToGround

|

Stats

IASA: None
Subaction Index: 0x1f8

Scripts

Main

  1. DeleteAllHitBoxes
  2. BoolVariableSetFalse { variable: LongtermAccessBool (0x70) }
  3. BoolVariableSetFalse { variable: LongtermAccessBool (0x77) }
  4. BoolVariableSetFalse { variable: LongtermAccessBool (0x46) }
  5. Armor { armor_type: HeavyArmorKnockbackBased, tolerance: 200.0 }
  6. UnknownEvent { namespace: 0x1e, code: 0x1, unk1: 0x0, arguments: [Bool(false)] }
  7. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 400, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 0, wdsk: 0, kbg: 45, shield_damage: 0, bkb: 40, size: 6.0, x_offset: 0.0, y_offset: 4.0, z_offset: 6.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Body, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: false, can_hit2: true, can_hit3: false, can_hit4: false, can_hit5: false, can_hit6: false, can_hit7: false, can_hit8: false, can_hit9: false, can_hit10: false, 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 })
  8. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 400, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 0, wdsk: 0, kbg: 45, shield_damage: 0, bkb: 40, size: 6.0, x_offset: 0.0, y_offset: 4.0, z_offset: -6.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Body, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: false, can_hit2: true, can_hit3: false, can_hit4: false, can_hit5: false, can_hit6: false, can_hit7: false, can_hit8: false, can_hit9: false, can_hit10: false, 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 })
  9. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 400, hitbox_id: 2, set_id: 0, damage: Constant(10.0), trajectory: 0, wdsk: 0, kbg: 45, shield_damage: 0, bkb: 40, size: 6.0, x_offset: 0.0, y_offset: 4.0, z_offset: 6.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Body, clang: false, unk5: false, 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 })
  10. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 400, hitbox_id: 3, set_id: 0, damage: Constant(10.0), trajectory: 0, wdsk: 0, kbg: 45, shield_damage: 0, bkb: 40, size: 6.0, x_offset: 0.0, y_offset: 4.0, z_offset: -6.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Body, clang: false, unk5: false, 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 })
  11. SyncWait(2.0)
  12. DeleteAllHitBoxes

GFX

  1. GraphicEffect(GraphicEffect { graphic: 7, bone: 400, 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 })
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 6, graphic: 13, bone: 400, 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 })

SFX

  1. SoundEffect1(3111)

Other

  1. Rumble { unk1: 14, unk2: 0 }
  2. ScreenShake { magnitude: 1 }
  3. ItemVisibility(false)