P+ - Kirby - Subaction - SpecialN_12

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Stats

IASA: None
Subaction Index: 0x28a

Scripts

Main

  1. AsyncWait(16.0)
  2. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
  3. AddVelocity { x_vel: Constant(1.2), y_vel: Constant(0.0) }
  4. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
  5. ChangeHurtBoxStateSpecific { bone: 430, state: IntangibleFlashing }
  6. CreateHitBox(HitBoxArguments { bone_index: 431, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 2, bkb: 40, size: 3.28, x_offset: -0.94, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  7. AddHitBoxDamage { hitbox_id: 1, add_damage: Variable(RandomAccessInt(ThrowDataParam2)) }
  8. SyncWait(1.0)
  9. CreateHitBox(HitBoxArguments { bone_index: 431, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 2, bkb: 40, size: 4.51, x_offset: 7.52, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  10. AddHitBoxDamage { hitbox_id: 0, add_damage: Variable(RandomAccessInt(ThrowDataParam2)) }
  11. SyncWait(1.0)
  12. UnchangeHurtBoxStateSpecific
  13. SyncWait(3.0)
  14. DeleteAllHitBoxes
  15. AsyncWait(44.0)
  16. AllowInterrupts

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 262, graphic: 1, bone: 400, x_offset: 0.0, y_offset: -3.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: -8.0, scale: 0.7, randomize: None, terminate_with_animation: true })
  2. loop 3 times:
    1. SyncWait(4.0)
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 433, 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: 5.0, random_y_offset: 5.0, random_z_offset: 5.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: false })
  3. AsyncWait(11.0)
  4. FlashEffectOverlay { red: 255, green: 255, blue: 128, alpha: 160 }
  5. AsyncWait(12.0)
  6. SetColorOfFlashEffectOverlay { transition_time: 5, red: 255, green: 255, blue: 128, alpha: 0 }
  7. AsyncWait(16.0)
  8. RemoveFlashEffect
  9. GraphicEffect(GraphicEffect { graphic: 40, 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 })
  10. AsyncWait(18.0)
  11. ExternalGraphicEffect(ExternalGraphicEffect { file: 262, graphic: 2, bone: 400, x_offset: 0.0, y_offset: -3.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: -8.0, scale: 0.7, randomize: None, terminate_with_animation: true })

SFX

  1. AsyncWait(16.0)
  2. SoundEffect1(6837)
  3. SyncWait(2.0)
  4. SoundEffect1(6840)
  5. SoundEffect1(6838)
  6. SoundEffect1(169)

Other

  1. AsyncWait(1.0)
  2. Rumble { unk1: 12, unk2: 0 }
  3. AsyncWait(17.0)
  4. ScreenShake { magnitude: 1 }
  5. Rumble { unk1: 15, unk2: 0 }