PM3.6 - Roy - Subaction - FinalEnd

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | 79 | 80 | 81 | 82 | 83 | 84 | 85 | 86 | 87 | 88 | 89 | 90 | 91 | 92 | 93 | 94 | 95 | 96 | 97 | 98 | 99 | 100 | 101 | 102 | 103 | 104 | 105 | 106 | 107 | 108 | 109 | 110 | 111 | 112 | 113 | 114 | 115 | 116 | 117 | 118 | 119 | 120 | 121 | 122 | 123 | 124 | 125 | 126 | 127 | 128 | 129 | 130 | 131 | 132 | 133 | 134 | 135 | 136 | 137 | 138 | 139 | 140 | 141 | 142 | 143 | 144 | 145 | 146 | 147 | 148 | 149 | 150 | 151 | 152 | 153 | 154 | 155 | 156 | 157 | 158 | 159 | 160 | 161 | 162 | 163 | 164 | 165 | 166 | 167 | 168 | 169 | 170 | 171 | 172 | 173 | 174 | 175 | 176 | 177 |

Stats

IASA: None
Fully Intangible: 1-177
Hitboxes active: 3-8, 25-104, 106-130
Hitbox set 0 hits: 3, 25, 106
Subaction Index: 0x1f1

Hitboxes

Move staling reduces damage up to 45%. Move staling also reduces final knockback, shieldstun and hitlag because damage is used in their formulas.

Frames:3-8

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult SDI Mult Shieldable Shieldstun Hitlag Targets
0 0 20 160 0 90 Paralyze Unknown(24) AD false 3 0 false 10 28

Frames:25-104

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult SDI Mult Rehit Rate Shieldable Shieldstun Hitlag Targets
0 0 1 16 0 90 Flame Unknown(64) AD false 0.5 0 2 false 2 1
0 1 1 16 0 270 Flame Unknown(64) AD false 0.5 0 2 false 2 1

Frames:106-110

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult Shieldable Shieldstun Hitlag Targets
0 0 20 56 120 80 Flame Unique AD false 3 false 10 28

Frames:111-115

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult Shieldable Shieldstun Hitlag Targets
0 0 20 56 120 80 Flame Unique AD false 3 false 10 28
0 1 20 56 120 80 Flame Unique AD false 3 false 10 28

Frames:116-120

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult Shieldable Shieldstun Hitlag Targets
0 0 20 56 120 80 Flame Unique AD false 3 false 10 28
0 1 20 56 120 80 Flame Unique AD false 3 false 10 28
0 2 20 56 120 80 Flame Unique AD false 3 false 10 28

Frames:121-125

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult Shieldable Shieldstun Hitlag Targets
0 1 20 56 120 80 Flame Unique AD false 3 false 10 28
0 2 20 56 120 80 Flame Unique AD false 3 false 10 28

Frames:126-130

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult Shieldable Shieldstun Hitlag Targets
0 2 20 56 120 80 Flame Unique AD false 3 false 10 28

Scripts

Main

  1. UnknownEvent { namespace: 0xb, code: 0x2, unk1: 0x0, arguments: [Bool(false)] }
  2. LimitedScreenTint(LimitedScreenTint { transition_in_time: 0, red: 1, green: 0, blue: 0, alpha: 0, frame_count: -1, transition_out_time: 0 })
  3. if (FacingLeft)
    1. CameraCloseup(CameraCloseup { zoom_time: 2, unk: 0, distance: 1.0, x_angle: -5.0, y_angle: -70.0 })
  4. else
    1. CameraCloseup(CameraCloseup { zoom_time: 2, unk: 0, distance: 1.0, x_angle: -5.0, y_angle: 70.0 })
  5. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  6. AsyncWait(2.0)
  7. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 70, hitbox_id: 0, set_id: 0, damage: Constant(20.0), trajectory: 90, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 160, size: 15.0, x_offset: 0.0, y_offset: 5.0, z_offset: 12.0, tripping_rate: 0.0, hitlag_mult: 3.0, sdi_mult: 0.0, effect: Paralyze, unk1: false, sound_level: 2, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, 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: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  8. SyncWait(3.0)
  9. UnknownEvent { namespace: 0xb, code: 0x2, unk1: 0x0, arguments: [Bool(true)] }
  10. LimitedScreenTint(LimitedScreenTint { transition_in_time: 0, red: 3, green: 128, blue: 0, alpha: 0, frame_count: 128, transition_out_time: 0 })
  11. SyncWait(3.0)
  12. DeleteAllHitBoxes
  13. AsyncWait(24.0)
  14. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 70, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 90, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 16, size: 28.0, x_offset: 0.0, y_offset: 120.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 0.0, effect: Flame, unk1: false, sound_level: 0, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 2, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: true, 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: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  15. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 70, hitbox_id: 1, set_id: 0, damage: Constant(1.0), trajectory: 270, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 16, size: 35.0, x_offset: 0.0, y_offset: 95.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 0.0, effect: Flame, unk1: false, sound_level: 0, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 2, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: true, 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: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  16. AsyncWait(104.0)
  17. DeleteAllHitBoxes
  18. AsyncWait(105.0)
  19. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 70, hitbox_id: 0, set_id: 0, damage: Constant(20.0), trajectory: 80, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 56, size: 40.0, x_offset: 0.0, y_offset: 50.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 3.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: true, 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: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  20. SyncWait(5.0)
  21. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 70, hitbox_id: 1, set_id: 0, damage: Constant(20.0), trajectory: 80, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 56, size: 30.0, x_offset: 0.0, y_offset: 80.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 3.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: true, 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: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  22. SyncWait(5.0)
  23. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 70, hitbox_id: 2, set_id: 0, damage: Constant(20.0), trajectory: 80, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 56, size: 25.0, x_offset: 0.0, y_offset: 110.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 3.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: true, 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: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  24. SyncWait(5.0)
  25. DeleteHitBox(0)
  26. SyncWait(5.0)
  27. DeleteHitBox(1)
  28. SyncWait(5.0)
  29. DeleteAllHitBoxes
  30. AsyncWait(146.0)
  31. CameraNormal
  32. ModelChanger { reference: 1, switch_index: 0, bone_group_index: -1 }

GFX

  1. SwordGlow(SwordGlow { color: 20, blur_length: 10, point1_bone: 65, point1_x_offset: 0.0, point1_y_offset: 0.0, point1_z_offset: 2.79, point2_bone: 65, point2_x_offset: 0.0, point2_y_offset: 0.0, point2_z_offset: 11.75, delete_after_subaction: true, graphic_id: 14548993, bone_id: 65, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, glow_length: 1.0 })
  2. SwordGlow(SwordGlow { color: 20, blur_length: 10, point1_bone: 65, point1_x_offset: 0.0, point1_y_offset: 0.0, point1_z_offset: 0.0, point2_bone: 65, point2_x_offset: 0.0, point2_y_offset: 0.0, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 14548993, bone_id: 65, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, glow_length: 1.0 })
  3. AsyncWait(2.0)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 240, graphic: 6, bone: 70, x_offset: 0.0, y_offset: 10.0, z_offset: 0.0, x_rotation: 5.0, y_rotation: 0.0, z_rotation: 5.0, scale: 3.0, 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 })
  5. AsyncWait(3.0)
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 3, bone: 70, x_offset: -5.0, y_offset: 10.0, z_offset: 10.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 10.0, scale: 1.5, 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 })
  7. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 25, bone: 70, x_offset: -5.0, y_offset: 10.0, z_offset: 10.0, x_rotation: 15.0, y_rotation: 0.0, z_rotation: 5.0, 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: true })
  8. AsyncWait(6.0)
  9. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 3, bone: 70, x_offset: 20.0, y_offset: 5.0, z_offset: -15.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 10.0, scale: 1.2, 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 })
  10. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 25, bone: 70, x_offset: -5.0, y_offset: 10.0, z_offset: 10.0, x_rotation: 15.0, y_rotation: 0.0, z_rotation: 5.0, scale: 1.7, 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 })
  11. AsyncWait(9.0)
  12. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 3, bone: 70, x_offset: -5.0, y_offset: 10.0, z_offset: 10.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 10.0, scale: 1.5, 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 })
  13. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 25, bone: 70, x_offset: -5.0, y_offset: 10.0, z_offset: 10.0, x_rotation: 15.0, y_rotation: 0.0, z_rotation: 5.0, 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: true })
  14. AsyncWait(12.0)
  15. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 3, bone: 70, x_offset: -5.0, y_offset: 10.0, z_offset: 10.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 10.0, scale: 1.5, 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 })
  16. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 25, bone: 70, x_offset: -5.0, y_offset: 10.0, z_offset: 10.0, x_rotation: 15.0, y_rotation: 0.0, z_rotation: 5.0, 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: true })
  17. AsyncWait(22.0)
  18. ExternalGraphicEffect(ExternalGraphicEffect { file: 240, graphic: 31, bone: 70, x_offset: 9.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.62, 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 })
  19. DeleteSwordGlow { fade_time: 0 }
  20. DeleteSwordGlow { fade_time: 0 }
  21. AsyncWait(55.0)
  22. SwordGlow(SwordGlow { color: 20, blur_length: 10, point1_bone: 65, point1_x_offset: 0.0, point1_y_offset: 0.0, point1_z_offset: 2.79, point2_bone: 65, point2_x_offset: 0.0, point2_y_offset: 0.0, point2_z_offset: 11.75, delete_after_subaction: true, graphic_id: 14548993, bone_id: 65, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, glow_length: 1.0 })
  23. SwordGlow(SwordGlow { color: 20, blur_length: 10, point1_bone: 65, point1_x_offset: 0.0, point1_y_offset: 0.0, point1_z_offset: 0.0, point2_bone: 65, point2_x_offset: 0.0, point2_y_offset: 0.0, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 14548993, bone_id: 65, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, glow_length: 1.0 })
  24. AsyncWait(105.0)
  25. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(15728671), Bool(false), Bool(true)] }
  26. DeleteSwordGlow { fade_time: 0 }
  27. DeleteSwordGlow { fade_time: 0 }
  28. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 77, bone: 70, x_offset: 0.0, y_offset: 10.0, z_offset: 18.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.2, 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 })
  29. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 77, bone: 70, x_offset: 0.0, y_offset: 10.0, z_offset: -18.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.2, 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 })
  30. SyncWait(2.5)
  31. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 77, bone: 70, x_offset: 0.0, y_offset: 35.0, z_offset: 15.0, 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 })
  32. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 77, bone: 70, x_offset: 0.0, y_offset: 35.0, z_offset: -15.0, 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 })
  33. SyncWait(2.5)
  34. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 77, bone: 70, x_offset: 0.0, y_offset: 60.0, z_offset: 12.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.8, 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 })
  35. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 77, bone: 70, x_offset: 0.0, y_offset: 60.0, z_offset: -12.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.8, 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 })
  36. SyncWait(2.5)
  37. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 77, bone: 70, x_offset: 0.0, y_offset: 85.0, z_offset: 9.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.6, 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 })
  38. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 77, bone: 70, x_offset: 0.0, y_offset: 85.0, z_offset: -9.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.6, 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 })
  39. SyncWait(2.5)
  40. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 77, bone: 70, x_offset: 0.0, y_offset: 110.0, z_offset: 6.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.4, 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 })
  41. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 77, bone: 70, x_offset: 0.0, y_offset: 110.0, z_offset: -6.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.4, 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 })
  42. SyncWait(2.5)
  43. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 77, bone: 70, x_offset: 0.0, y_offset: 135.0, z_offset: 3.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.2, 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 })
  44. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 77, bone: 70, x_offset: 0.0, y_offset: 135.0, z_offset: -3.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.2, 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 })
  45. SyncWait(2.5)

SFX

  1. SoundEffect1(4387)
  2. AsyncWait(4.0)
  3. SoundEffect1(81)
  4. SoundEffect1(81)
  5. SoundEffect1(98)
  6. SoundEffect1(169)
  7. AsyncWait(22.0)
  8. SoundEffect1(77)
  9. SoundEffect1(219)
  10. AsyncWait(103.0)
  11. SoundEffect1(4442)
  12. AsyncWait(105.0)
  13. loop 3 times:
    1. SoundEffect1(82)
    2. SyncWait(2.5)
  14. loop 3 times:
    1. SoundEffect1(82)
    2. SyncWait(2.5)

Other

  1. AsyncWait(2.0)
  2. AestheticWindEffect(AestheticWindEffect { unk1: 0, unk2: 3.0, stength: 155.0, speed: 10.0, size: 0.8, unk3: -4.0, unk4: 8.0, unk5: 30.0, unk6: 20.0, unk7: 20.0, unk8: 50 })
  3. ScreenShake { magnitude: 2 }
  4. AsyncWait(22.0)
  5. RumbleLoop { unk1: 8, unk2: 50 }
  6. AsyncWait(65.0)
  7. RumbleLoop { unk1: 4, unk2: 37 }
  8. AestheticWindEffect(AestheticWindEffect { unk1: 0, unk2: 3.0, stength: 185.0, speed: 15.0, size: 1.0, unk3: -4.0, unk4: 8.0, unk5: 30.0, unk6: 20.0, unk7: 20.0, unk8: 50 })
  9. AsyncWait(105.0)
  10. ScreenShake { magnitude: 0 }
  11. Rumble { unk1: 19, unk2: 0 }
  12. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 3 }