P+ - Kirby - Subaction - SpecialN_9

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Stats

IASA: None
Subaction Index: 0x26c

Scripts

Main

  1. if ((LongtermAccessInt (0x48) Equal scalar(20)))
    1. Goto(SpecialN_23 Main 0x2dce0)
  2. else
    1. AsyncWait(3.0)
    2. ChangeHurtBoxStateAll { state: IntangibleFlashing }
    3. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
    4. AsyncWait(11.0)
    5. loop 5 times:
      1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 180, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 32, size: 3.936, x_offset: 0.0, y_offset: 5.64, z_offset: -3.76, tripping_rate: 0.0, hitlag_mult: 0.7, sdi_mult: 0.5, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, 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: false, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: false, 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. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 180, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 32, size: 3.936, x_offset: 0.0, y_offset: 5.64, z_offset: 3.76, tripping_rate: 0.0, hitlag_mult: 0.7, sdi_mult: 0.5, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, 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: false, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: false, 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 })
      3. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(1.0), trajectory: 180, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 42, size: 2.788, x_offset: 0.0, y_offset: 5.64, z_offset: 8.5, tripping_rate: 0.0, hitlag_mult: 0.7, sdi_mult: 0.5, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, 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: false, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: false, 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: 3, set_id: 0, damage: Constant(1.0), trajectory: 180, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 42, size: 2.788, x_offset: 0.0, y_offset: 5.64, z_offset: -8.5, tripping_rate: 0.0, hitlag_mult: 0.7, sdi_mult: 0.5, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, 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: false, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: false, 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 })
      5. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 4, set_id: 0, damage: Constant(2.0), trajectory: 180, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 24, size: 4.1, x_offset: 0.0, y_offset: 5.64, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.7, sdi_mult: 0.5, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, 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: false, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: false, 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 })
      6. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 3, 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: 0.18, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 5.0, random_y_offset: 5.0, random_z_offset: 5.0, random_x_rotation: 45.0, random_y_rotation: 45.0, random_z_rotation: 45.0 }), terminate_with_animation: false })
      7. SyncWait(1.0)
      8. DeleteAllHitBoxes
      9. ChangeHurtBoxStateAll { state: Normal }
      10. SyncWait(2.0)
      11. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 4, 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: 0.18, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 5.0, random_y_offset: 5.0, random_z_offset: 5.0, random_x_rotation: 45.0, random_y_rotation: 45.0, random_z_rotation: 45.0 }), terminate_with_animation: false })
    6. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 361, wdsk: 0, kbg: 130, shield_damage: 0, bkb: 50, size: 6.396, x_offset: 0.0, y_offset: 5.64, z_offset: -3.76, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, 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: false, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: false, 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 })
    7. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(4.0), trajectory: 361, wdsk: 0, kbg: 130, shield_damage: 0, bkb: 50, size: 6.396, x_offset: 0.0, y_offset: 5.64, z_offset: 3.76, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, 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: false, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: false, 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 })
    8. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(4.0), trajectory: 361, wdsk: 0, kbg: 130, shield_damage: 0, bkb: 50, size: 4.92, x_offset: 0.0, y_offset: 5.64, z_offset: -11.28, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, 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: false, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: false, 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 })
    9. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(4.0), trajectory: 361, wdsk: 0, kbg: 130, shield_damage: 0, bkb: 50, size: 4.92, x_offset: 0.0, y_offset: 5.64, z_offset: 11.28, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, 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: false, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: false, 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 })
    10. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 4, set_id: 0, damage: Constant(4.0), trajectory: 361, wdsk: 0, kbg: 130, shield_damage: 0, bkb: 50, size: 5.74, x_offset: 0.0, y_offset: 5.64, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, 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: false, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: false, 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 })
    11. SyncWait(1.0)
    12. DeleteAllHitBoxes
    13. SyncWait(3.0)
    14. if (not(OnGround))
      1. CreateInterrupt { interrupt_id: None, action: LandingHeavy, requirement: (OnGround) }
    15. AsyncWait(41.0)
    16. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }

GFX

  1. if ((LongtermAccessInt (0x48) Equal scalar(20)))
    1. Goto(0x3ee90)
  2. else
    1. FrameSpeedModifier { multiplier: 1.375, unk: 0 }
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 273, graphic: 1, 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, randomize: None, terminate_with_animation: true })
    3. AsyncWait(8.0)
    4. 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: 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 })
    5. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, 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: 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: true })
    6. AsyncWait(10.0)
    7. ExternalGraphicEffect(ExternalGraphicEffect { file: 273, graphic: 2, 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: None, terminate_with_animation: true })
    8. ExternalGraphicEffect(ExternalGraphicEffect { file: 273, graphic: 2, bone: 440, 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 })
    9. AsyncWait(11.0)
    10. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
    11. AsyncWait(15.0)
    12. GraphicEffect(GraphicEffect { graphic: 14, 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: true })
    13. loop 6 times:
      1. FlashEffectLight { red: 60, green: 60, blue: 255, alpha: 200, light_source_x: 75.0, light_source_y: -70.0 }
      2. SyncWait(2.0)
      3. RemoveFlashEffect
      4. SyncWait(2.0)
    14. AsyncWait(40.0)
    15. FrameSpeedModifier { multiplier: 1.579, unk: 0 }
    16. AsyncWait(42.0)
    17. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 440, 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: true })

SFX

  1. if ((LongtermAccessInt (0x48) Equal scalar(20)))
    1. Goto(SpecialN_23 SFX 0x21420)
  2. else
    1. AsyncWait(3.0)
    2. SoundEffect1(6981)
    3. SoundEffect1(6983)

Other

  1. if ((LongtermAccessInt (0x48) Equal scalar(20)))
    1. Goto(SpecialN_23 Other 0x8a58)
  2. else
    1. AsyncWait(10.0)
    2. RumbleLoop { unk1: 13, unk2: 0 }