PM3.02 - Pikachu - Subaction - SpecialHiEnd_1
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Stats
IASA: |
None |
Partially Intangible: |
3-9 |
Subaction Index: |
0x1da |
Scripts
Main
- SyncWait(7.0)
- IntVariableIncrement { variable: RandomAccessInt(ThrowDataParam3) }
- FloatVariableSet { variable: RandomAccessFloat (0x7), value: 0 }
- FloatVariableSet { variable: RandomAccessFloat (0x8), value: RandomAccessFloat (0x3ee) }
- FloatVariableMultiply { variable: RandomAccessFloat (0x8), value: 0.88888335 }
- if ((RandomAccessFloat (0x3ed) GreaterThan scalar(0.52)))
- FloatVariableSet { variable: RandomAccessFloat (0x7), value: RandomAccessFloat (0x3ed) }
- FloatVariableSubtract { variable: RandomAccessFloat (0x7), value: 0.52 }
- else
- if ((RandomAccessFloat (0x3ed) LessThan scalar(-0.52)))
- FloatVariableSet { variable: RandomAccessFloat (0x7), value: RandomAccessFloat (0x3ed) }
- FloatVariableAdd { variable: RandomAccessFloat (0x7), value: 0.52 }
- FloatVariableAdd { variable: RandomAccessFloat (0x403), value: RandomAccessFloat (0x7) }
- SyncWait(1.0)
- FloatVariableSubtract { variable: RandomAccessFloat (0x403), value: RandomAccessFloat (0x7) }
- FloatVariableAdd { variable: RandomAccessFloat (0x3e1), value: RandomAccessFloat (0x8) }
GFX
- AsyncWait(2.0)
- ChangeHurtBoxStateSpecific { bone: 19, state: IntangibleFlashing }
- ChangeHurtBoxStateSpecific { bone: 20, state: IntangibleFlashing }
- ChangeHurtBoxStateSpecific { bone: 21, state: IntangibleFlashing }
- ChangeHurtBoxStateSpecific { bone: 22, state: IntangibleFlashing }
- AsyncWait(9.0)
- UnchangeHurtBoxStateSpecific
SFX
- AddVelocity { x_vel: Constant(0.0), y_vel: Constant(3.0) }
Other
- FloatVariableMultiply { variable: RandomAccessFloat (0x3ed), value: 0.1 }
- FloatVariableMultiply { variable: RandomAccessFloat (0x3ee), value: 0.1 }
- loop 8 times:
- if ((RandomAccessFloat (0x3ed) LessThanOrEqual scalar(-0.01)))
- FloatVariableAdd { variable: RandomAccessFloat (0x3ed), value: 0.01 }
- else
- if ((RandomAccessFloat (0x3ed) GreaterThanOrEqual scalar(0.01)))
- FloatVariableSubtract { variable: RandomAccessFloat (0x3ed), value: 0.01 }
- else
- FloatVariableSet { variable: RandomAccessFloat (0x3ed), value: 0 }
- FloatVariableMultiply { variable: RandomAccessFloat (0x3ee), value: 0.88888335 }
- SyncWait(1.0)