PM3.6 - Ike - Subaction - SpecialLw

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Stats

IASA: None
Fully Intangible: 6-11
Subaction Index: 0x1e8

Scripts

Main

  1. AsyncWait(5.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  3. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  4. AsyncWait(11.0)
  5. ChangeHurtBoxStateAll { state: Normal }
  6. AsyncWait(23.0)
  7. BoolVariableSetFalse { variable: RandomAccessBool (0x11) }

GFX

  1. AsyncWait(5.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 35, graphic: 6, bone: 0, x_offset: 5.0, y_offset: 10.0, 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. FlashEffectOverlay { red: 255, green: 255, blue: 255, alpha: 190 }
  4. SyncWait(1.0)
  5. loop 3 times:
    1. FlashEffectOverlay { red: 180, green: 180, blue: 180, alpha: 130 }
    2. SyncWait(2.0)
    3. FlashEffectOverlay { red: 170, green: 0, blue: 200, alpha: 80 }
    4. SyncWait(2.0)
    5. RemoveFlashEffect
    6. SyncWait(2.0)

SFX

  1. AsyncWait(5.0)
  2. SoundEffect1(5901)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(4.0)
  3. AestheticWindEffect(AestheticWindEffect { unk1: 0, unk2: 1.0, stength: 100.0, speed: 10.0, size: 0.4, unk3: 0.0, unk4: 12.0, unk5: 24.0, unk6: 24.0, unk7: 24.0, unk8: 0 })
  4. AsyncWait(21.0)
  5. EndAestheticWindEffect { unk: 0 }