PM3.02 - Bowser - Subaction - LandingHeavy_1

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Stats

IASA: 6
Subaction Index: 0x33

Scripts

Main

  1. if ((InternalConstantInt(PreviousAction) Equal scalar(16)))
    1. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
    2. AsyncWait(9.0)
    3. AllowInterrupts
  2. if ((InternalConstantInt(PreviousAction) Equal scalar(33)))
    1. FloatVariableSet { variable: LongtermAccessFloat(CurryAngle1), value: InternalConstantInt(HorizontalCharacterVelocity) }
    2. FloatVariableMultiply { variable: LongtermAccessFloat(CurryAngle1), value: 0 }
    3. AddVelocity { x_vel: Variable(LongtermAccessFloat(CurryAngle1)), y_vel: Constant(0.0) }

GFX

  1. SyncWait(0.1)
  2. GraphicEffect(GraphicEffect { graphic: 11, bone: 0, 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 })

SFX

  1. SoundEffect1(3810)
  2. SyncWait(19.0)
  3. SoundEffect1(3811)
  4. SyncWait(8.0)
  5. SoundEffectOther1(3811)

Other

  1. ModelChanger { reference: 0, switch_index: 0, bone_group_index: -1 }
  2. ItemVisibility(false)
  3. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(false)] }
  4. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 2 }
  5. ScreenShake { magnitude: 0 }
  6. AsyncWait(5.0)
  7. Rumble { unk1: 14, unk2: 0 }
  8. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 18 }
  9. AsyncWait(18.0)
  10. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 2 }
  11. AsyncWait(20.0)
  12. ItemVisibility(true)
  13. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(true)] }
  14. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 2 }
  15. AsyncWait(27.0)
  16. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 2 }