PM3.6 - Giga Bowser - Subaction - SpecialAirLw

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Stats

IASA: None
Hitboxes active: 32
Hitbox set 0 hits: 32
Subaction Index: 0x1d7

Scripts

Main

  1. AsyncWait(31.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  3. if ((InternalConstantInt(PreviousAction) Equal scalar(281)))
    1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(17.0), trajectory: 290, wdsk: 0, kbg: 120, shield_damage: 15, bkb: 60, size: 14.4, x_offset: 0.0, y_offset: 18.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 2.0, sdi_mult: 1.0, effect: Bury, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  4. else
    1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(17.0), trajectory: 290, wdsk: 0, kbg: 120, shield_damage: 15, bkb: 30, size: 14.4, x_offset: 0.0, y_offset: 18.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 2.0, sdi_mult: 1.0, effect: Bury, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  5. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(0.0), trajectory: 75, wdsk: 110, kbg: 100, shield_damage: 0, bkb: 0, size: 20.0, x_offset: 0.0, y_offset: 22.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Unique, unk3: 0, ground: false, aerial: true, unk4: 0, sse_type: Knee, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: true, unk5: true, flinchless: true })
  6. Armor { armor_type: HeavyArmorKnockbackBased, tolerance: 200.0 }
  7. loop 20 times:
    1. FlashEffectOverlay { red: 255, green: 51, blue: 0, alpha: 75 }
    2. SyncWait(2.0)
    3. RemoveFlashEffect
    4. SyncWait(1.0)
  8. AsyncWait(81.0)
  9. CreateInterrupt { interrupt_id: None, action: FallSpecial, requirement: (CharacterExists) }

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 7, 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: 2.0, 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: false })
  2. AsyncWait(31.0)
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 12, graphic: 4, 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: 2.0, randomize: None, terminate_with_animation: true })

SFX

  1. AsyncWait(3.0)
  2. SoundEffectStop(6695)
  3. SoundEffect1(6696)

Other

  1. AsyncWait(11.0)
  2. Rumble { unk1: 13, unk2: 0 }