PM3.6 - Zelda - Subaction - SpecialSEnd
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Stats
IASA: |
23 |
Subaction Index: |
0x1d2 |
Scripts
Main
- BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }
- AsyncWait(9.0)
- BoolVariableSetTrue { variable: RandomAccessBool (0x1c) }
- AsyncWait(30.0)
- BoolVariableSetFalse { variable: RandomAccessBool (0x1c) }
- AllowInterrupts
GFX
- AsyncWait(4.0)
- 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 })
- 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
- SlopeContourStand { leg_bone_parent: 6 }
- AsyncWait(6.0)
- ScreenShake { magnitude: 0 }
- Rumble { unk1: 13, unk2: 0 }
- AsyncWait(45.0)
- SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 2 }