PM3.6 - Roy - Subaction - SpecialLw

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Stats

IASA: None
Fully Intangible: 8-11
Subaction Index: 0x1ea

Scripts

Main

  1. AsyncWait(7.0)
  2. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  3. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  4. AsyncWait(11.0)
  5. ChangeHurtBoxStateAll { state: Normal }
  6. AsyncWait(20.0)
  7. BoolVariableSetFalse { variable: RandomAccessBool (0x11) }

GFX

  1. AsyncWait(7.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 222, graphic: 3, bone: 0, x_offset: 0.0, y_offset: 6.0, 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: 200, green: 170, blue: 0, alpha: 80 }
    4. SyncWait(2.0)
    5. RemoveFlashEffect
    6. SyncWait(2.0)

SFX

  1. AsyncWait(7.0)
  2. SoundEffect1(4415)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(7.0)
  3. AestheticWindEffect(AestheticWindEffect { unk1: 0, unk2: 1.0, stength: 100.0, speed: 300.0, size: 0.5, unk3: 0.0, unk4: 12.0, unk5: 15.0, unk6: 30.0, unk7: 30.0, unk8: 100 })
  4. AsyncWait(20.0)
  5. EndAestheticWindEffect { unk: 0 }