LXP2.1 - Ganon-Mage - Subaction - AttackAirLw

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Stats

IASA: None
Auto Cancel Window: 1-15, 27-45
Auto Cancel Lag: 5
Landing Lag: 31
Landing Lag (L-Cancel): 15
Hitboxes active: 18-20
Hitbox set 0 hits: 18
Subaction Index: 0x4a

Hitboxes

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

Frame:18

Set ID Dmg BKB KBG Angle Effect Sound Clang Shield Dmg Shieldstun Hitlag Targets
0 0 8 60 32 361 Electric Punch false 9 5 5
0 1 8 60 32 361 Electric Punch false 9 5 5

Frames:19-20

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult Shield Dmg Shieldstun Hitlag Targets
0 0 8 60 32 361 Electric Punch false 1 9 5 5
0 1 8 60 32 361 Electric Punch false 1 9 5 5
0 2 8 60 32 361 Electric Punch false 1 9 5 5
0 3 14 48 100 270 Electric Unique false 1.85 9 8 14

Scripts

Main

  1. RemoveFlashEffect
  2. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(24969228), Bool(false), Bool(false)] }
  3. FrameSpeedModifier { multiplier: 0.7, unk: 0 }
  4. AsyncWait(1.0)
  5. BoolVariableSetTrue { variable: RandomAccessBool(CharacterFloat) }
  6. AsyncWait(3.0)
  7. BoolVariableSetFalse { variable: RandomAccessBool(CharacterFloat) }
  8. AsyncWait(10.0)
  9. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  10. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  11. SyncWait(2.0)
  12. if (HasAFloorBelowThePlayer scalar(24))
    1. IfStatementAnd (not(HasAFloorBelowThePlayer scalar(0)))
    2. CreateHitBox(HitBoxArguments { bone_index: 66, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 64, shield_damage: 9, bkb: 45, size: 7.5, x_offset: 0.0, y_offset: -4.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.7, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: false, unk5: true, direct: true, unk6: 0 })
  13. else
    1. CreateHitBox(HitBoxArguments { bone_index: 66, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 32, shield_damage: 9, bkb: 60, size: 7.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: false, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 66, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 32, shield_damage: 9, bkb: 60, size: 6.5, x_offset: 0.0, y_offset: -11.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: false, unk5: true, direct: true, unk6: 0 })
    3. AsyncWait(13.0)
    4. CreateHitBox(HitBoxArguments { bone_index: 66, hitbox_id: 2, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 32, shield_damage: 9, bkb: 60, size: 5.5, x_offset: 0.0, y_offset: -18.5, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: false, unk5: true, direct: true, unk6: 0 })
    5. CreateHitBox(HitBoxArguments { bone_index: 66, hitbox_id: 3, set_id: 0, damage: Constant(14.0), trajectory: 270, wdsk: 0, kbg: 100, shield_damage: 9, bkb: 48, size: 6.25, x_offset: 0.0, y_offset: -28.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.85, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 0, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: false, unk5: true, direct: true, unk6: 0 })
  14. AsyncWait(13.5)
  15. FrameSpeedModifier { multiplier: 0.85, unk: 0 }
  16. AsyncWait(15.0)
  17. if (HasAFloorBelowThePlayer scalar(20000))
    1. IfStatementAnd (not(HasAFloorBelowThePlayer scalar(40)))
    2. IntVariableSubtract { variable: LongtermAccessInt (0x5c), value: 9 }
  18. else
    1. if (HasAFloorBelowThePlayer scalar(40.1))
      1. IfStatementAnd (not(HasAFloorBelowThePlayer scalar(0)))
      2. IntVariableSubtract { variable: LongtermAccessInt (0x5c), value: 1 }
    2. else
      1. IntVariableSubtract { variable: LongtermAccessInt (0x5c), value: 9 }
  19. if ((LongtermAccessInt (0x5c) LessThanOrEqual value(0)))
    1. BoolVariableSetTrue { variable: LongtermAccessFloat (0x51) }
  20. DeleteAllHitBoxes
  21. AsyncWait(20.0)
  22. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  23. FrameSpeedModifier { multiplier: 0.75, unk: 0 }
  24. AsyncWait(24.0)
  25. EnableInterruptGroup(AirSpecial)
  26. FrameSpeedModifier { multiplier: 0.5, unk: 0 }
  27. AsyncWait(30.0)
  28. CreateInterrupt { interrupt_id: None, action: 0x120, requirement: (not(BoolIsTrue LongtermAccessFloat (0x51))) }

GFX

  1. Goto(AttackAirLw_1 GFX 0x13f38)

SFX

  1. BoolVariableSetFalse { variable: LongtermAccessInt (0x54) }
  2. BoolVariableSetFalse { variable: LongtermAccessInt (0x55) }
  3. IntVariableSet { variable: LongtermAccessInt (0x63), value: 0 }
  4. AsyncWait(2.0)
  5. loop 5 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: 62, 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: 0.4, randomize: None, terminate_with_animation: false })
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: 52, 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: 0.5, randomize: None, terminate_with_animation: false })
    3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: 51, 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: 0.5, randomize: None, terminate_with_animation: false })
    4. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: 38, 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: 0.4, randomize: None, terminate_with_animation: false })
    5. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: 27, 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: 0.5, randomize: None, terminate_with_animation: false })
    6. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: 26, 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: 0.5, randomize: None, terminate_with_animation: false })
    7. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: 13, 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: 0.4, randomize: None, terminate_with_animation: false })
    8. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: 8, 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: 0.5, randomize: None, terminate_with_animation: false })
    9. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: 9, 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: 0.4, randomize: None, terminate_with_animation: false })
    10. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: 12, 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: 0.5, randomize: None, terminate_with_animation: false })
    11. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: 16, 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: None, terminate_with_animation: false })
    12. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: 6, 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: 0.8, randomize: None, terminate_with_animation: false })
    13. SyncWait(1.0)

Other

  1. BoolVariableSetFalse { variable: LongtermAccessFloat (0x51) }
  2. loop Infinite times:
    1. if (ButtonPress value(2))
      1. IfStatementOr (ButtonRelease value(2))
      2. BoolVariableSetTrue { variable: LongtermAccessFloat (0x51) }
      3. IntVariableSet { variable: LongtermAccessInt (0x63), value: 0 }
    2. SyncWait(0.1)
    3. CreateInterrupt { interrupt_id: None, action: 0x120, requirement: (AnimationEnd) }
    4. PreviousInterruptAddRequirement(not(BoolIsTrue LongtermAccessFloat (0x51)))