LXP2.1 - DoctorMario - Subaction - SpecialAirS

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 |

Stats

IASA: None
Hitboxes active: 12-14
Hitbox set 0 hits: 12
Subaction Index: 0x1d1

Hitboxes

Move staling reduces damage up to 45%. Move staling also reduces final knockback, shieldstun and hitlag because damage is used in their formulas.

Frames:12-14

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Direct Shieldable Flinchless Shieldstun Hitlag Targets
0 0 0 80 0 130 361 None Unique AD false false false true 1 3
0 1 0 80 0 130 361 None Unique AD false false false true 1 3
0 2 0 80 0 130 361 None Unique AD false false false true 1 3

Scripts

Main

  1. ItemVisibility(false)
  2. GenerateArticle { article_id: 0, subaction_only: true }
  3. LedgeGrabEnable(Disable)
  4. AsyncWait(5.0)
  5. DefensiveCollision { ty: Reflect, unk: 0, direction: FrontAndBack }
  6. AsyncWait(10.0)
  7. if (BoolIsTrue LongtermAccessBool (0x75))
    1. BoolVariableSetFalse { variable: LongtermAccessBool (0x75) }
    2. BoolVariableSetTrue { variable: RandomAccessBool (0x5a) }
    3. if ((InternalConstantInt(VerticalCharacterVelocity) GreaterThan scalar(0)))
      1. AddVelocity { x_vel: Constant(-0.8), y_vel: Constant(0.5) }
    4. else
      1. SetOrAddVelocity(SetOrAddVelocity { x_vel: -0.8, y_vel: 0.5, x_set: false, y_set: true })
    5. BoolVariableSetFalse { variable: RandomAccessBool (0x5a) }
  8. AsyncWait(11.0)
  9. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(0.0), trajectory: 361, wdsk: 80, kbg: 130, shield_damage: 0, bkb: 0, size: 8.0, x_offset: 0.0, y_offset: -0.5, z_offset: 10.8, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: None, unk1: false, sound_level: 0, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: false, unk5: false, direct: false, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: true })
  10. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(0.0), trajectory: 361, wdsk: 80, kbg: 130, shield_damage: 0, bkb: 0, size: 8.0, x_offset: 0.0, y_offset: 17.0, z_offset: 9.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: None, unk1: false, sound_level: 0, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: false, unk5: false, direct: false, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: true })
  11. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(0.0), trajectory: 361, wdsk: 80, kbg: 130, shield_damage: 0, bkb: 0, size: 8.0, x_offset: 0.0, y_offset: 9.0, z_offset: 11.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: None, unk1: false, sound_level: 0, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: false, unk5: false, direct: false, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: true })
  12. AsyncWait(14.0)
  13. DeleteAllHitBoxes
  14. LedgeGrabEnable(EnableInFrontAndBehind)
  15. AsyncWait(15.0)
  16. UnknownEvent { namespace: 0x6, code: 0x18, unk1: 0x0, arguments: [Value(3), Value(0), Value(2)] }
  17. AsyncWait(20.0)

GFX

  1. AsyncWait(10.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 10, bone: 0, x_offset: 11.0, y_offset: 9.0, z_offset: 0.0, x_rotation: 180.0, y_rotation: 180.0, z_rotation: 347.0, 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 })
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 0, x_offset: 15.0, y_offset: 9.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.6, 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 })
  4. SyncWait(1.0)

SFX

  1. Subroutine(SpecialS SFX 0xd0fc)

Other

  1. Subroutine(SpecialS Other 0x6d7c)