PM3.02 - Kirby - Subaction - SpecialAirLw1

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |

Stats

IASA: None
Subaction Index: 0x1fa

Scripts

Main

  1. Armor { armor_type: HeavyArmorKnockbackBased, tolerance: 80.0 }
  2. FloatVariableSet { variable: LongtermAccessFloat (0x3a), value: InternalConstantInt(HorizontalCharacterVelocity) }
  3. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
  4. DisableMovement(DisableVertical)
  5. FloatVariableMultiply { variable: LongtermAccessFloat (0x3a), value: 0.5 }
  6. SetVelocity { x_vel: 0.0, y_vel: 0.0 }
  7. AddVelocity { x_vel: Variable(LongtermAccessFloat(Address(58))), y_vel: Constant(0.175) }
  8. FrameSpeedModifier { multiplier: 2.0, unk: 0 }
  9. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
  10. AsyncWait(9.0)
  11. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  12. AsyncWait(15.0)
  13. Armor { armor_type: HeavyArmorKnockbackBased, tolerance: 140.0 }
  14. AsyncWait(29.0)
  15. Subroutine(0x2b630)

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 440, x_offset: 0.0, y_offset: 5.0, 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 })
  2. AsyncWait(1.0)
  3. BoolVariableSetTrue { variable: RandomAccessBool(EnableGlide) }
  4. FlashEffectOverlay { red: 180, green: 128, blue: 100, alpha: 40 }
  5. SyncWait(4.0)
  6. FlashEffectOverlay { red: 80, green: 60, blue: 40, alpha: 60 }
  7. SyncWait(2.0)
  8. FlashEffectOverlay { red: 180, green: 128, blue: 100, alpha: 80 }
  9. SyncWait(4.0)
  10. FlashEffectOverlay { red: 80, green: 60, blue: 40, alpha: 100 }
  11. SyncWait(2.0)
  12. FlashEffectOverlay { red: 180, green: 128, blue: 100, alpha: 120 }
  13. SyncWait(4.0)
  14. FlashEffectOverlay { red: 80, green: 60, blue: 40, alpha: 140 }
  15. SyncWait(2.0)
  16. FlashEffectOverlay { red: 180, green: 128, blue: 100, alpha: 160 }
  17. SyncWait(4.0)
  18. FlashEffectOverlay { red: 80, green: 60, blue: 40, alpha: 180 }

SFX

  1. AsyncWait(3.0)
  2. SoundEffectVictory(3110)
  3. SyncWait(10.0)
  4. SyncWait(11.0)
  5. SyncWait(3.0)
  6. SoundEffect1(3111)

Other

  1. Rumble { unk1: 13, unk2: 0 }
  2. ItemVisibility(false)