PM3.6 - Wolf - Subaction - SpecialSEnd

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Stats

IASA: None
Subaction Index: 0x1d2

Scripts

Main

  1. IntVariableSet { variable: LongtermAccessInt(JumpsUsed), value: 2 }
  2. AsyncWait(9.0)
  3. if (BoolIsTrue RandomAccessBool (0x1c))
    1. CreateInterrupt { interrupt_id: None, action: Fall, requirement: (AnimationEnd) }
    2. PreviousInterruptAddRequirement(InAir)
    3. AsyncWait(32.0)
    4. CreateInterrupt { interrupt_id: None, action: LandingHeavy, requirement: (OnGround) }
    5. BoolVariableSetTrue { variable: RandomAccessBool (0x1d) }
    6. AllowInterrupts
  4. else
    1. if (OnGround)
      1. FrameSpeedModifier { multiplier: 1.3077, unk: 0 }
    2. else
      1. CreateInterrupt { interrupt_id: None, action: FallSpecial, requirement: (AnimationEnd) }
      2. PreviousInterruptAddRequirement(InAir)
      3. AsyncWait(37.0)
      4. FrameSpeedModifier { multiplier: 15.0, unk: 0 }

GFX

  1. AsyncWait(1.0)

SFX

  1. loop 5 times:
    1. if (not(OnGround))
      1. IfStatementAnd (EnteringOrIsInHitLag)
      2. IfStatementAnd ((LongtermAccessFloat(CurryAngle1) GreaterThan scalar(3)))
      3. if (TauntInputHeld)
        1. SoundEffect1(2583)
      4. FloatVariableSet { variable: LongtermAccessFloat(CurryAngle1), value: 0 }
      5. BoolVariableSetTrue { variable: RandomAccessBool (0x1c) }
      6. ChangeSubaction(SpecialAirSHit)
    2. SyncWait(1.0)

Other

  1. AsyncWait(2.0)
  2. SetVelocity { x_vel: 2.23, y_vel: 0.0 }
  3. FloatVariableSet { variable: RandomAccessFloat (0x5), value: 2.125 }
  4. loop 26 times:
    1. FloatVariableSet { variable: RandomAccessFloat (0x7), value: InternalConstantInt(HorizontalCharacterVelocity) }
    2. FloatVariableMultiply { variable: RandomAccessFloat (0x7), value: -1 }
    3. AddVelocity { x_vel: Variable(RandomAccessFloat(Address(7))), y_vel: Constant(0.0) }
    4. FloatVariableSubtract { variable: RandomAccessFloat (0x5), value: 0.0817 }
    5. AddVelocity { x_vel: Variable(RandomAccessFloat(Address(5))), y_vel: Constant(0.0) }
    6. SyncWait(1.0)