PM3.6 - Captain Falcon - Subaction - SpecialLwEnd

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Stats

IASA: None
Subaction Index: 0x1db

Scripts

Main

  1. FloatVariableSet { variable: RandomAccessFloat (0x7), value: InternalConstantInt(HorizontalCharacterVelocity) }
  2. FloatVariableMultiply { variable: RandomAccessFloat (0x7), value: -0.2 }
  3. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
  4. AddVelocity { x_vel: Variable(RandomAccessFloat(Address(7))), y_vel: Constant(0.0) }
  5. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
  6. SyncWait(2.0)
  7. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  8. AsyncWait(9.0)
  9. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  10. AsyncWait(30.0)
  11. BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }

GFX

  1. AsyncWait(4.0)
  2. GraphicEffect(GraphicEffect { graphic: 8, bone: 0, 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 })

SFX

  1. AsyncWait(2.0)
  2. SoundEffectOther1(3553)

Other

  1. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(3), Bool(true)] }
  2. Rumble { unk1: 14, unk2: 0 }
  3. AsyncWait(20.0)
  4. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 8 }