P+ - Kirby - Subaction - SpecialNDrillAirLoop

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Stats

IASA: None
Subaction Index: 0x321

Scripts

Main

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 377, graphic: 4, bone: 21, 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. SwordGlow(SwordGlow { color: 803, blur_length: 15, point1_bone: 0, point1_x_offset: 0.0, point1_y_offset: 2.0, point1_z_offset: 3.4, point2_bone: 0, point2_x_offset: 0.0, point2_y_offset: 2.0, point2_z_offset: -2.6, delete_after_subaction: true, graphic_id: 24707081, bone_id: 21, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: -110.0, y_rotation: 0.0, z_rotation: 8.0, glow_length: 0.0 })
  3. FrameSpeedModifier { multiplier: 1.6, unk: 0 }
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 280, wdsk: 0, kbg: 30, shield_damage: 0, bkb: 50, size: 3.75, x_offset: 0.0, y_offset: 0.0, z_offset: -3.0, tripping_rate: 0.0, hitlag_mult: 1.3, sdi_mult: 0.45, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 3, 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: true, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  5. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(1.0), trajectory: 260, wdsk: 0, kbg: 30, shield_damage: 0, bkb: 50, size: 3.75, x_offset: 0.0, y_offset: 0.0, z_offset: 3.0, tripping_rate: 0.0, hitlag_mult: 1.3, sdi_mult: 0.45, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 3, 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: true, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  6. SyncWait(30.0)

GFX

  1. SoundEffectStop(16853)
  2. SoundEffect1(16854)

SFX

  1. SyncWait(6.0)
  2. UnknownEvent { namespace: 0x11, code: 0x0, unk1: 0x0, arguments: [Value(36), Value(22), Scalar(0.0), Scalar(4.0), Scalar(0.0), Scalar(20.0), Scalar(0.0), Scalar(0.0), Scalar(0.8), Bool(true), Value(0), Value(0), Value(0), Value(0), Value(0), Bool(false)] }
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 377, graphic: 9, bone: 22, 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: 0.8, randomize: None, terminate_with_animation: true })
  4. Goto(SpecialNDrillAirLoop SFX 0x4ba50)

Other

  1. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
  2. SetOrAddVelocity(SetOrAddVelocity { x_vel: 0.0, y_vel: -3.4, x_set: true, y_set: true })
  3. IntVariableIncrement { variable: LongtermAccessInt (0x58) }
  4. SyncWait(1.0)
  5. if (OnAPassableFloor)
    1. FloatVariableSet { variable: RandomAccessFloat (0x9), value: InternalConstantInt(CharacterXPosition) }
    2. FloatVariableSet { variable: RandomAccessFloat (0x7), value: InternalConstantInt(CharacterYPosition) }
    3. SyncWait(2.0)
    4. FloatVariableSet { variable: RandomAccessFloat (0xa), value: InternalConstantInt(CharacterXPosition) }
    5. FloatVariableSet { variable: RandomAccessFloat (0x8), value: InternalConstantInt(CharacterYPosition) }
    6. if ((RandomAccessFloat (0xa) Equal RandomAccessFloat (0x9)))
      1. IfStatementAnd ((RandomAccessFloat (0x8) Equal RandomAccessFloat (0x7)))
      2. ExternalGraphicEffect(ExternalGraphicEffect { file: 377, graphic: 15, 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: 2.25, 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 })
    7. else
      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 })
    8. ExternalGraphicEffect(ExternalGraphicEffect { file: 377, graphic: 10, 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: 0.75, 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 })
    9. GraphicEffect(GraphicEffect { graphic: 15, 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: 1.08, 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 })
    10. SoundEffectOther2(16770)
    11. IntVariableIncrement { variable: LongtermAccessInt (0x5d) }
    12. ControllerUnk01
    13. UnknownEvent { namespace: 0x8, code: 0x7, unk1: 0x0, arguments: [] }
    14. UnknownEvent { namespace: 0xc, code: 0x4, unk1: 0x0, arguments: [] }
    15. AddVelocity { x_vel: Constant(0.0), y_vel: Variable(InternalConstantInt(Address(3188))) }
    16. SetOrAddVelocity(SetOrAddVelocity { x_vel: 0.0, y_vel: -3.4, x_set: true, y_set: true })
    17. DeleteAllHitBoxes
    18. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 270, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 104, size: 7.5, x_offset: 0.0, y_offset: 5.0, z_offset: 0.0, tripping_rate: 2.0, hitlag_mult: 1.5, sdi_mult: 0.0, effect: Plunge, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    19. SyncWait(1.0)
    20. SetOrAddVelocity(SetOrAddVelocity { x_vel: 0.0, y_vel: -3.4, x_set: true, y_set: true })
    21. SyncWait(1.0)
    22. DeleteAllHitBoxes
    23. loop 2 times:
      1. SetOrAddVelocity(SetOrAddVelocity { x_vel: 0.0, y_vel: -3.4, x_set: true, y_set: true })
      2. SyncWait(1.0)
    24. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 363, wdsk: 110, kbg: 100, shield_damage: 0, bkb: 0, size: 4.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.3, sdi_mult: 0.45, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 3, 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: true, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  6. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
  7. Rumble { unk1: 19, unk2: 0 }
  8. Goto(SpecialNDrillAirLoop Other 0x4df78)