PM3.6 - Sonic - Subaction - Run

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Stats

IASA: None
Subaction Index: 0xf

Scripts

Main

    GFX

    1. if (not(BoolIsTrue LongtermAccessBool (0x12)))
      1. IfStatementAnd (not(BoolIsTrue LongtermAccessBool (0x3e)))
      2. if ((LongtermAccessInt(CostumeID) LessThan scalar(6)))
        1. ExternalGraphicEffect(ExternalGraphicEffect { file: 48, graphic: 10, 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: 1.0, randomize: None, terminate_with_animation: true })
      3. else
        1. if ((LongtermAccessInt(CostumeID) Equal scalar(7)))
          1. ExternalGraphicEffect(ExternalGraphicEffect { file: 48, graphic: 20, 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: 1.0, randomize: None, terminate_with_animation: true })
        2. else
          1. if ((LongtermAccessInt(CostumeID) Equal scalar(8)))
            1. ExternalGraphicEffect(ExternalGraphicEffect { file: 48, graphic: 21, 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: 1.0, randomize: None, terminate_with_animation: true })
          2. else
            1. ExternalGraphicEffect(ExternalGraphicEffect { file: 48, graphic: 10, 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: 1.0, randomize: None, terminate_with_animation: true })
    2. loop Infinite times:
      1. GraphicEffect(GraphicEffect { graphic: 28, 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: 1.2, 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. SyncWait(2.0)
      3. GraphicEffect(GraphicEffect { graphic: 28, 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: 1.2, 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 })
      4. SyncWait(2.0)
      5. GraphicEffect(GraphicEffect { graphic: 28, 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: 1.2, 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 })
      6. SyncWait(2.0)
      7. GraphicEffect(GraphicEffect { graphic: 10, 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: 0.8, 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 })
      8. SyncWait(4.0)

    SFX

    1. AsyncWait(3.0)
    2. SoundEffect2(6560)
    3. SyncWait(1.0)
    4. SoundEffect2(6558)
    5. SyncWait(7.0)
    6. SoundEffect2(6560)
    7. SyncWait(1.0)
    8. SoundEffect2(6558)
    9. UnknownEvent { namespace: 0x1, code: 0x0, unk1: 0x0, arguments: [] }
    10. UnknownEvent { namespace: 0x1, code: 0x2, unk1: 0x0, arguments: [] }
    11. Goto(Run SFX 0x10a38)

    Other

    1. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(3), Bool(true)] }
    2. AsyncWait(2.0)
    3. Rumble { unk1: 20, unk2: 0 }
    4. AsyncWait(10.0)
    5. Rumble { unk1: 20, unk2: 0 }
    6. UnknownEvent { namespace: 0x1, code: 0x0, unk1: 0x0, arguments: [] }
    7. UnknownEvent { namespace: 0x1, code: 0x2, unk1: 0x0, arguments: [] }
    8. Goto(Run Other 0x2368)