P+ - Wolf - Subaction - SpecialSEnd
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Stats
IASA: |
None |
Subaction Index: |
0x1d2 |
Scripts
Main
- IntVariableSet { variable: LongtermAccessInt(JumpsUsed), value: 2 }
- AsyncWait(9.0)
- if (BoolIsTrue RandomAccessBool (0x1c))
- CreateInterrupt { interrupt_id: None, action: Fall, requirement: (AnimationEnd) }
- PreviousInterruptAddRequirement(InAir)
- AsyncWait(32.0)
- CreateInterrupt { interrupt_id: None, action: LandingHeavy, requirement: (OnGround) }
- BoolVariableSetTrue { variable: RandomAccessBool (0x1d) }
- AllowInterrupts
- else
- if (OnGround)
- FrameSpeedModifier { multiplier: 1.3077, unk: 0 }
- else
- CreateInterrupt { interrupt_id: None, action: FallSpecial, requirement: (AnimationEnd) }
- PreviousInterruptAddRequirement(InAir)
- AsyncWait(37.0)
- FrameSpeedModifier { multiplier: 15.0, unk: 0 }
GFX
SFX
- loop 5 times:
- if (CharacterExists)
- IfStatementAnd (EnteringOrIsInHitLag)
- IfStatementAnd ((LongtermAccessFloat(CurryAngle1) GreaterThan scalar(3)))
- if (TauntInputHeld)
- SoundEffect1(2583)
- FloatVariableSet { variable: LongtermAccessFloat(CurryAngle1), value: 0 }
- BoolVariableSetTrue { variable: RandomAccessBool (0x1c) }
- ChangeSubaction(SpecialAirSHit)
- SyncWait(1.0)
Other
- AsyncWait(2.0)
- SetVelocity { x_vel: 2.23, y_vel: 0.0 }
- FloatVariableSet { variable: RandomAccessFloat (0x5), value: 2.125 }
- loop 26 times:
- FloatVariableSet { variable: RandomAccessFloat (0x7), value: InternalConstantInt(HorizontalCharacterVelocity) }
- FloatVariableMultiply { variable: RandomAccessFloat (0x7), value: -1 }
- AddVelocity { x_vel: Variable(RandomAccessFloat(Address(7))), y_vel: Constant(0.0) }
- FloatVariableSubtract { variable: RandomAccessFloat (0x5), value: 0.0817 }
- AddVelocity { x_vel: Variable(RandomAccessFloat(Address(5))), y_vel: Constant(0.0) }
- SyncWait(1.0)