P+ - Kirby - Subaction - SpecialN_26

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Stats

IASA: None
Subaction Index: 0x314

Scripts

Main

  1. FrameSpeedModifier { multiplier: 2.6, unk: 0 }
  2. CreateInterrupt { interrupt_id: None, action: LandingHeavy, requirement: (ChangeInAirGroundState) }
  3. PreviousInterruptAddRequirement(OnGround)
  4. AsyncWait(1.0)
  5. if (not(ArticleExists value(14)))
    1. GenerateArticle { article_id: 14, subaction_only: true }
  6. AsyncWait(17.0)
  7. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  8. if (OnGround)
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 10, wdsk: 0, kbg: 55, shield_damage: 0, bkb: 40, size: 4.69, x_offset: 0.0, y_offset: 6.38, z_offset: 7.97, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: false, unk5: true, direct: true, unk6: 0 })
  9. else
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 10, wdsk: 0, kbg: 55, shield_damage: 0, bkb: 40, size: 4.69, x_offset: 0.0, y_offset: 4.0, z_offset: 7.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: false, unk5: true, direct: true, unk6: 0 })
  10. AsyncWait(20.0)
  11. DeleteAllHitBoxes
  12. AsyncWait(26.0)
  13. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }
  14. AsyncWait(35.0)
  15. BoolVariableSetFalse { variable: RandomAccessBool(SpecialsMovement) }
  16. BoolVariableSetTrue { variable: RandomAccessBool(EnableGlide) }

GFX

  1. AsyncWait(18.0)
  2. GraphicEffect(GraphicEffect { graphic: 33, 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: 0.8, 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. FrameSpeedModifier { multiplier: 1.0, unk: 0 }

SFX

    Other

    1. AsyncWait(18.0)
    2. Rumble { unk1: 12, unk2: 0 }