P+ - Kirby - Subaction - SpecialAirNStart_5

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Stats

IASA: None
Subaction Index: 0x22a

Scripts

Main

  1. AsyncWait(25.0)
  2. IntVariableSet { variable: RandomAccessInt (0x8), value: 5423 }
  3. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(15.0), trajectory: 55, wdsk: 0, kbg: 95, shield_damage: 0, bkb: 50, size: 4.0, x_offset: 0.0, y_offset: -3.0, z_offset: 4.0, tripping_rate: 0.0, hitlag_mult: 1.3, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Unknown(232), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, 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 })
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(15.0), trajectory: 55, wdsk: 0, kbg: 95, shield_damage: 0, bkb: 50, size: 5.0, x_offset: 0.0, y_offset: 2.75, z_offset: 1.25, tripping_rate: 0.0, hitlag_mult: 1.3, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Unknown(232), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, 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 })

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 30, graphic: 12, bone: 40, 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 })
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 30, graphic: 16, bone: 40, 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: 0.2, randomize: None, terminate_with_animation: true })
  3. loop 4 times:
    1. GraphicEffect(GraphicEffect { graphic: 19, bone: 40, 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: 0.9, random_x_offset: 2.0, random_y_offset: 2.0, 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. SyncWait(5.0)
  4. AsyncWait(24.0)
  5. FlashEffectOverlay { red: 255, green: 255, blue: 100, alpha: 90 }
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 30, graphic: 13, bone: 40, 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 })
  7. loop Infinite times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 30, graphic: 11, bone: 40, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 165.0, scale: 1.15, randomize: None, terminate_with_animation: true })
    2. GraphicEffect(GraphicEffect { graphic: 19, bone: -2, 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: true })
    3. SyncWait(3.0)

SFX

  1. SoundEffect1(5424)
  2. FlashEffectLight { red: 255, green: 255, blue: 0, alpha: 0, light_source_x: -70.0, light_source_y: -10.0 }
  3. SetColorOfFlashEffectLight { transition_time: 5, red: 255, green: 255, blue: 0, alpha: 200 }
  4. SyncWait(5.0)
  5. loop 6 times:
    1. FlashEffectOverlay { red: 255, green: 255, blue: 100, alpha: 100 }
    2. SyncWait(1.0)
    3. FlashEffectOverlay { red: 255, green: 255, blue: 0, alpha: 90 }
    4. SyncWait(1.0)
    5. RemoveFlashEffect
    6. SyncWait(1.0)
  6. AsyncWait(24.0)
  7. SoundVoiceLow
  8. SoundEffect1(5415)

Other

  1. AsyncWait(25.0)
  2. Rumble { unk1: 13, unk2: 0 }
  3. SyncWait(2.0)
  4. SoundEffect1(113)
  5. SyncWait(3.0)
  6. SoundEffect1(5422)