PM3.02 - Pikachu - Subaction - SpecialHiEnd_1

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Stats

IASA: None
Partially Intangible: 3-9
Subaction Index: 0x1da

Scripts

Main

  1. SyncWait(7.0)
  2. IntVariableIncrement { variable: RandomAccessInt(ThrowDataParam3) }
  3. FloatVariableSet { variable: RandomAccessFloat (0x7), value: 0 }
  4. FloatVariableSet { variable: RandomAccessFloat (0x8), value: RandomAccessFloat (0x3ee) }
  5. FloatVariableMultiply { variable: RandomAccessFloat (0x8), value: 0.88888335 }
  6. if ((RandomAccessFloat (0x3ed) GreaterThan scalar(0.52)))
    1. FloatVariableSet { variable: RandomAccessFloat (0x7), value: RandomAccessFloat (0x3ed) }
    2. FloatVariableSubtract { variable: RandomAccessFloat (0x7), value: 0.52 }
  7. else
    1. if ((RandomAccessFloat (0x3ed) LessThan scalar(-0.52)))
      1. FloatVariableSet { variable: RandomAccessFloat (0x7), value: RandomAccessFloat (0x3ed) }
      2. FloatVariableAdd { variable: RandomAccessFloat (0x7), value: 0.52 }
  8. FloatVariableAdd { variable: RandomAccessFloat (0x403), value: RandomAccessFloat (0x7) }
  9. SyncWait(1.0)
  10. FloatVariableSubtract { variable: RandomAccessFloat (0x403), value: RandomAccessFloat (0x7) }
  11. FloatVariableAdd { variable: RandomAccessFloat (0x3e1), value: RandomAccessFloat (0x8) }

GFX

  1. AsyncWait(2.0)
  2. ChangeHurtBoxStateSpecific { bone: 19, state: IntangibleFlashing }
  3. ChangeHurtBoxStateSpecific { bone: 20, state: IntangibleFlashing }
  4. ChangeHurtBoxStateSpecific { bone: 21, state: IntangibleFlashing }
  5. ChangeHurtBoxStateSpecific { bone: 22, state: IntangibleFlashing }
  6. AsyncWait(9.0)
  7. UnchangeHurtBoxStateSpecific

SFX

  1. AddVelocity { x_vel: Constant(0.0), y_vel: Constant(3.0) }

Other

  1. FloatVariableMultiply { variable: RandomAccessFloat (0x3ed), value: 0.1 }
  2. FloatVariableMultiply { variable: RandomAccessFloat (0x3ee), value: 0.1 }
  3. loop 8 times:
    1. if ((RandomAccessFloat (0x3ed) LessThanOrEqual scalar(-0.01)))
      1. FloatVariableAdd { variable: RandomAccessFloat (0x3ed), value: 0.01 }
    2. else
      1. if ((RandomAccessFloat (0x3ed) GreaterThanOrEqual scalar(0.01)))
        1. FloatVariableSubtract { variable: RandomAccessFloat (0x3ed), value: 0.01 }
      2. else
        1. FloatVariableSet { variable: RandomAccessFloat (0x3ed), value: 0 }
    3. FloatVariableMultiply { variable: RandomAccessFloat (0x3ee), value: 0.88888335 }
    4. SyncWait(1.0)