PM3.6 - Diddy Kong - Subaction - FinalStartL

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Stats

IASA: None
Fully Intangible: 1-85
Subaction Index: 0x1f5

Scripts

Main

  1. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  2. CameraCloseup(CameraCloseup { zoom_time: 5, unk: 0, distance: 1.2, x_angle: 0.0, y_angle: 0.0 })
  3. TimeManipulation(4, 30)
  4. AsyncWait(5.0)
  5. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  6. GenerateArticle { article_id: 0, subaction_only: true }
  7. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  8. GenerateArticle { article_id: 0, subaction_only: true }
  9. AsyncWait(13.0)
  10. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 0 }
  11. AsyncWait(35.0)
  12. CameraNormal
  13. AsyncWait(42.0)
  14. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }

GFX

    SFX

    1. AsyncWait(13.0)
    2. SoundEffect1(2112)
    3. SoundEffect1(5266)
    4. SyncWait(15.0)
    5. SoundEffect1(5267)
    6. SyncWait(7.0)
    7. SoundEffect1(5268)
    8. SyncWait(5.0)
    9. SoundEffect1(5289)

    Other

    1. ItemVisibility(false)
    2. SlopeContourStand { leg_bone_parent: 6 }
    3. AsyncWait(11.0)
    4. Rumble { unk1: 14, unk2: 0 }
    5. AsyncWait(15.0)
    6. Rumble { unk1: 16, unk2: 0 }
    7. AsyncWait(35.0)
    8. Rumble { unk1: 16, unk2: 0 }
    9. AsyncWait(38.0)
    10. SlopeContourStand { leg_bone_parent: 0 }
    11. AsyncWait(40.0)
    12. Rumble { unk1: 14, unk2: 0 }
    13. SyncWait(3.0)
    14. RumbleLoop { unk1: 2, unk2: 0 }