PM3.02 - Kirby - Subaction - SpecialN_23

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Stats

IASA: None
Subaction Index: 0x2e0

Scripts

Main

  1. CallEveryFrame { thread_id: 9, script: 0x4f67c }
  2. IntVariableSet { variable: LongtermAccessInt (0x63), value: 0 }
  3. FloatVariableSet { variable: RandomAccessFloat (0x7), value: 0.71 }
  4. AsyncWait(10.0)
  5. FloatVariableSet { variable: RandomAccessFloat (0x7), value: 1.25 }
  6. Subroutine(0x4e924)
  7. AsyncWait(30.0)
  8. FloatVariableSet { variable: RandomAccessFloat (0x7), value: 1 }
  9. AsyncWait(69.0)
  10. CreateHitBox(HitBoxArguments { bone_index: 400, hitbox_id: 0, set_id: 0, damage: Constant(32.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 40, size: 4.1, x_offset: 0.0, y_offset: 4.23, z_offset: 7.52, tripping_rate: 0.0, hitlag_mult: 1.5, sdi_mult: 1.0, effect: Darkness, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  11. CreateHitBox(HitBoxArguments { bone_index: 400, hitbox_id: 1, set_id: 0, damage: Constant(30.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 40, size: 3.85, x_offset: 0.0, y_offset: 4.23, z_offset: 1.41, tripping_rate: 0.0, hitlag_mult: 1.5, sdi_mult: 1.0, effect: Darkness, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  12. CreateHitBox(HitBoxArguments { bone_index: 400, hitbox_id: 2, set_id: 0, damage: Constant(34.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 40, size: 3.28, x_offset: 0.0, y_offset: 4.23, z_offset: 12.22, tripping_rate: 0.0, hitlag_mult: 1.5, sdi_mult: 1.0, effect: Darkness, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  13. AsyncWait(72.0)
  14. DeleteAllHitBoxes
  15. AsyncWait(117.0)
  16. AllowInterrupts

GFX

  1. FlashEffectLight { red: 80, green: 0, blue: 180, alpha: 0, light_source_x: -70.0, light_source_y: -10.0 }
  2. SetColorOfFlashEffectLight { transition_time: 70, red: 80, green: 0, blue: 180, alpha: 200 }
  3. AsyncWait(5.0)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 279, graphic: 3, bone: 405, 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: None, terminate_with_animation: true })
  5. AsyncWait(25.0)
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 279, graphic: 2, bone: 433, 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, randomize: None, terminate_with_animation: true })
  7. Subroutine(0x4f594)
  8. ExternalGraphicEffect(ExternalGraphicEffect { file: 279, graphic: 1, bone: 433, x_offset: 2.0, y_offset: 0.0, z_offset: 1.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: false })
  9. GraphicEffect(GraphicEffect { graphic: 40, bone: 400, x_offset: 0.0, y_offset: 0.0, z_offset: -5.0, 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 })
  10. loop 4 times:
    1. FlashEffectOverlay { red: 255, green: 255, blue: 100, alpha: 100 }
    2. SyncWait(1.0)
    3. FlashEffectOverlay { red: 80, green: 0, blue: 180, alpha: 90 }
    4. SyncWait(1.0)
    5. RemoveFlashEffect
    6. SyncWait(1.0)
  11. FlashEffectLight { red: 80, green: 0, blue: 180, alpha: 80, light_source_x: 200.0, light_source_y: 0.0 }
  12. SetColorOfFlashEffectLight { transition_time: 40, red: 0, green: 180, blue: 0, alpha: 10 }
  13. SyncWait(40.0)

SFX

  1. AsyncWait(1.0)
  2. SoundEffect1(6855)
  3. SoundEffect1(6853)
  4. SyncWait(68.0)
  5. SoundEffect1(6856)
  6. SoundEffectTransient(6854)

Other

  1. Rumble { unk1: 12, unk2: 0 }
  2. AsyncWait(69.0)
  3. ScreenShake { magnitude: 2 }
  4. Rumble { unk1: 5, unk2: 0 }