P+ - Kirby - Subaction - LandingFallSpecial

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Stats

IASA: 32
Subaction Index: 0x33

Scripts

Main

  1. Subroutine(0x3c100)
  2. if ((InternalConstantInt(PreviousAction) Equal scalar(344)))
    1. FrameSpeedModifier { multiplier: 2.0, unk: 0 }
  3. if ((InternalConstantInt(PreviousAction) Equal scalar(423)))
    1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 21, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 15, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 50, size: 6.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Unknown(88), unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Hand, 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 })
    2. AsyncWait(2.0)
    3. DeleteAllHitBoxes

GFX

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

SFX

  1. AsyncWait(0.0)
  2. SoundEffectOther1(3089)

Other

  1. SlopeContourStand { leg_bone_parent: 1 }
  2. Rumble { unk1: 23, unk2: 0 }
  3. AsyncWait(20.0)
  4. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 6 }