PM3.6 - Zelda - Subaction - SpecialSEnd

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Stats

IASA: 23
Subaction Index: 0x1d2

Scripts

Main

  1. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }
  2. AsyncWait(9.0)
  3. BoolVariableSetTrue { variable: RandomAccessBool (0x1c) }
  4. AsyncWait(30.0)
  5. BoolVariableSetFalse { variable: RandomAccessBool (0x1c) }
  6. AllowInterrupts

GFX

  1. AsyncWait(4.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 69, 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: 0.75, 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. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 18, bone: 69, 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: 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 })

SFX

    Other

    1. SlopeContourStand { leg_bone_parent: 6 }
    2. AsyncWait(6.0)
    3. ScreenShake { magnitude: 0 }
    4. Rumble { unk1: 13, unk2: 0 }
    5. AsyncWait(45.0)
    6. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 2 }