PM3.02 - Meta Knight - Subaction - LandingHeavy_1

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Stats

IASA: 4
Subaction Index: 0x33

Scripts

Main

  1. BoolVariableSetFalse { variable: LongtermAccessBool(VelocityIgnoreHitstun) }
  2. if ((InternalConstantInt(PreviousAction) Equal scalar(16)))
    1. AsyncWait(10.0)
    2. AllowInterrupts
  3. else
    1. if ((InternalConstantInt(PreviousAction) Equal scalar(135)))
      1. FrameSpeedModifier { multiplier: 1.7647, unk: 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: 0.9, 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 })
  3. 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: 0.9, 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 })
  4. 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: 0.9, 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 })
  5. 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: 0.9, 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. SoundEffectStop(796)
  2. SoundEffectOther1(744)
  3. SoundEffect1(743)
  4. AsyncWait(1.0)
  5. SyncWait(23.0)

Other

  1. ModelChanger { reference: 1, switch_index: 2, bone_group_index: 0 }
  2. SlopeContourStand { leg_bone_parent: 1 }
  3. AsyncWait(1.0)
  4. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 2 }
  5. Rumble { unk1: 4, unk2: 0 }