P+ - Meta Knight - Subroutine - 0x1d9e8

  1. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  2. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
    1. UnknownEvent { namespace: 0x1a, code: 0x1, unk1: 0x0, arguments: [] }
    2. UnknownEvent { namespace: 0x1a, code: 0x2, unk1: 0x0, arguments: [Scalar(8.0), Scalar(-3.0)] }
    3. UnknownEvent { namespace: 0x1a, code: 0x3, unk1: 0x0, arguments: [Scalar(15.0), Scalar(-4.0), Scalar(7.0), Scalar(-7.0)] }
  3. else
    1. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
    2. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 40, trajectory: 74, kbg: 50, wdsk: 0, bkb: 60, effect: Darkness, unk0: 0.0, unk1: 1.0, unk2: 1.0, unk3: 2, sfx: Punch, grab_target: GroundedOnly, unk4: false, unk5: false, i_frames: 0 })
    3. EndUnlimitedScreenTint { tint_id: 0, transition_out_time: 0 }
    4. EndUnlimitedScreenTint { tint_id: 1, transition_out_time: 0 }
    5. LimitedScreenTint(LimitedScreenTint { transition_in_time: 0, red: 1, green: 255, blue: 255, alpha: 255, frame_count: 255, transition_out_time: 0 })
    6. SyncWait(3.0)
    7. EndUnlimitedScreenTint { tint_id: 0, transition_out_time: 0 }
    8. LimitedScreenTint(LimitedScreenTint { transition_in_time: 1, red: 5, green: 0, blue: 0, alpha: 0, frame_count: 255, transition_out_time: 6 })