PM3.6 - Diddy Kong - Subaction - LandingFallSpecial

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Stats

IASA: 32
Subaction Index: 0x33

Scripts

Main

  1. if ((InternalConstantInt(PreviousAction) Equal scalar(16)))
    1. IfStatementAnd ((LongtermAccessFloat(SpecialLandingLag) NotEqual scalar(10)))
    2. AsyncWait(24.0)
    3. AllowInterrupts
  2. else
    1. if ((InternalConstantInt(PreviousAction) Equal scalar(295)))
      1. AsyncWait(24.0)
      2. AllowInterrupts
    2. else
      1. if ((InternalConstantInt(PreviousAction) Equal scalar(298)))
        1. AsyncWait(24.0)
        2. AllowInterrupts
      2. else
        1. if ((InternalConstantInt(PreviousAction) Equal scalar(283)))
          1. AsyncWait(20.0)
          2. AllowInterrupts

GFX

  1. 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: 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(0.0)
  2. SoundEffect1(5240)
  3. SyncWait(21.0)
  4. SoundEffect1(5233)
  5. SyncWait(5.0)
  6. SoundEffect1(5234)

Other

  1. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 2 }
  2. AsyncWait(4.0)
  3. Rumble { unk1: 23, unk2: 0 }
  4. AsyncWait(25.0)
  5. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 2 }