PM3.6 - Diddy Kong - Subaction - SpecialNShoot

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Stats

IASA: None
Subaction Index: 0x1d2

Scripts

Main

  1. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
  2. FloatVariableSet { variable: RandomAccessFloat (0x8), value: RandomAccessFloat(EnableTurnWhenBelowZero) }
  3. FloatVariableMultiply { variable: RandomAccessFloat (0x8), value: -0.03 }
  4. AddVelocity { x_vel: Variable(RandomAccessFloat(Address(8))), y_vel: Constant(0.0) }
  5. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
  6. AsyncWait(21.0)
  7. ArticleVisibility { article_id: 0, visibility: false }

GFX

  1. AsyncWait(0.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 28, graphic: 3, bone: 0, x_offset: 10.0, y_offset: 8.5, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: Some(ExternalGraphicEffectRandomize { 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: true })
  3. GraphicEffect(GraphicEffect { graphic: 13, bone: 0, x_offset: -5.0, 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: true })

SFX

  1. AsyncWait(0.0)
  2. SoundEffect1(5298)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(2.0)
  3. Rumble { unk1: 13, unk2: 0 }
  4. AsyncWait(3.0)
  5. SlopeContourStand { leg_bone_parent: 4 }
  6. AsyncWait(17.0)
  7. SlopeContourStand { leg_bone_parent: 6 }