PM3.6 - Zelda - Subaction - Attack12

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Stats

IASA: None
Subaction Index: 0x49

Scripts

Main

  1. AsyncWait(1.0)
  2. FloatVariableSet { variable: RandomAccessFloat (0x7), value: RandomAccessFloat (0x800cd4) }
  3. FloatVariableSubtract { variable: RandomAccessFloat (0x7), value: 1 }
  4. if ((RandomAccessInt (0x41f9) Equal scalar(-1)))
    1. BoolVariableSetTrue { variable: RandomAccessBool (0x845e0) }
    2. GenerateArticle { article_id: 0, subaction_only: true }
    3. FloatVariableSet { variable: RandomAccessFloat (0x3fd7), value: RandomAccessFloat (0x800cd5) }
    4. FloatVariableSet { variable: RandomAccessFloat (0x3fd8), value: RandomAccessFloat (0x7) }
  5. else
    1. if ((RandomAccessInt (0x39c2) Equal scalar(-1)))
      1. BoolVariableSetTrue { variable: RandomAccessBool (0x73f00) }
      2. GenerateArticle { article_id: 0, subaction_only: true }
      3. FloatVariableSet { variable: RandomAccessFloat (0x37a0), value: RandomAccessFloat (0x800cd5) }
      4. FloatVariableSet { variable: RandomAccessFloat (0x37a1), value: RandomAccessFloat (0x7) }
    2. else
      1. if ((RandomAccessInt (0x318b) Equal scalar(-1)))
        1. BoolVariableSetTrue { variable: RandomAccessBool (0x63820) }
        2. GenerateArticle { article_id: 0, subaction_only: true }
        3. FloatVariableSet { variable: RandomAccessFloat (0x2f69), value: RandomAccessFloat (0x800cd5) }
        4. FloatVariableSet { variable: RandomAccessFloat (0x2f6a), value: RandomAccessFloat (0x7) }
  6. FrameSpeedModifier { multiplier: 1.0, unk: 0 }

GFX

    SFX

      Other