LXP2.1 - Ganon-Mage - Subaction - SpecialAirHiStart

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Stats

IASA: None
Hitboxes active: 4-6
Hitbox set 0 hits: 4
Subaction Index: 0x1da

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:4-6

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 6 60 45 64 Darkness Burn false 4 4

Scripts

Main

  1. IntVariableSet { variable: LongtermAccessInt (0x5c), value: 0 }
  2. FlashEffectLight { red: 48, green: 0, blue: 128, alpha: 150, light_source_x: 75.0, light_source_y: 90.0 }
  3. BoolVariableSetTrue { variable: LongtermAccessInt (0x75) }
  4. SetOrAddVelocity(SetOrAddVelocity { x_vel: 0.0, y_vel: 0.0, x_set: true, y_set: true })
  5. FrameSpeedModifier { multiplier: 0.75, unk: 0 }
  6. AsyncWait(2.0)
  7. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 64, wdsk: 0, kbg: 45, shield_damage: 0, bkb: 60, size: 11.0, x_offset: 0.0, y_offset: 10.0, z_offset: 1.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Darkness, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: false, unk5: true, direct: true, unk6: 0 })
  8. AsyncWait(4.0)
  9. DeleteAllHitBoxes
  10. AsyncWait(4.4)
  11. FrameSpeedModifier { multiplier: 0.3, unk: 0 }
  12. AsyncWait(5.5)
  13. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  14. AsyncWait(15.0)
  15. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }

GFX

  1. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(24969236), Bool(false), Bool(false)] }
  2. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(24969228), Bool(false), Bool(false)] }
  3. if (FacingLeft)
    1. GraphicEffect(GraphicEffect { graphic: 24969228, bone: 4, x_offset: 0.0, y_offset: 3.0, z_offset: -10.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 3.0, 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. else
    1. GraphicEffect(GraphicEffect { graphic: 24969228, bone: 4, x_offset: 0.0, y_offset: 3.0, z_offset: 10.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 3.0, 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 })
  5. AsyncWait(4.0)
  6. if (FacingLeft)
    1. GraphicEffect(GraphicEffect { graphic: 24969227, bone: 0, x_offset: 1.0, y_offset: 4.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.7, 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 })
  7. else
    1. GraphicEffect(GraphicEffect { graphic: 24969227, bone: 0, x_offset: -1.0, y_offset: 4.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 180.0, z_rotation: 0.0, scale: 0.7, 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 })
  8. AsyncWait(5.0)
  9. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(24969228), Bool(false), Bool(false)] }
  10. AsyncWait(8.0)
  11. GraphicEffect(GraphicEffect { graphic: 24969219, bone: 4, 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, 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: false })
  12. GraphicEffect(GraphicEffect { graphic: 24969222, bone: 4, 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, 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: false })

SFX

  1. SoundEffect1(28063)
  2. loop Infinite times:
    1. ResetVerticalVelocityAndAcceleration(true)
    2. SyncWait(0.1)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(9998.999)
  3. if (FacingRight)
    1. if ((InternalConstantInt(ControlStickXAxisRelative) LessThanOrEqual scalar(-0.7)))
      1. UnknownEvent { namespace: 0x20, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: InternalConstant, data_type: Int, address: 43029 }), Bool(false)] }
      2. ReverseDirection
  4. else
    1. if ((InternalConstantInt(ControlStickXAxisRelative) LessThanOrEqual scalar(-0.7)))
      1. UnknownEvent { namespace: 0x20, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: InternalConstant, data_type: Int, address: 43029 }), Bool(false)] }
      2. ReverseDirection