P+ - Knuckles - Subaction - SpecialSGlideLoop

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Stats

IASA: None
Subaction Index: 0x3d

Scripts

Main

  1. Subroutine(0x7660)
  2. IntVariableSet { variable: LongtermAccessInt (0x59), value: 1 }
  3. if (not(BoolIsTrue RandomAccessBool(EnableActionTransition)))
    1. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
    2. GraphicEffect(GraphicEffect { graphic: 38, bone: 22, x_offset: -3.0, y_offset: -0.8, 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 })
  4. BoolVariableSetTrue { variable: RandomAccessBool(CharacterFloat) }
  5. loop Infinite times:
    1. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
    2. SetOrAddVelocity(SetOrAddVelocity { x_vel: 1.8, y_vel: -0.15, x_set: true, y_set: true })
    3. SyncWait(1.0)
    4. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }

GFX

  1. loop Infinite times:
    1. if ((RandomAccessInt(ThrowDataParam2) GreaterThan scalar(25)))
      1. ExternalGraphicEffect(ExternalGraphicEffect { file: 377, graphic: 9, bone: 22, x_offset: -3.0, y_offset: -2.8, z_offset: 0.0, x_rotation: -20.0, y_rotation: 0.0, z_rotation: 11.0, scale: 0.8, randomize: None, terminate_with_animation: true })
      2. SyncWait(9.0)
    2. SyncWait(1.0)

SFX

  1. SoundEffectTransient(24700)

Other