LXP2.1 - Ganon-Mage - Subaction - SpecialAirS

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Stats

IASA: 37
Partially Intangible: 3-43
Hitboxes active: 13-16
Hitbox set 0 hits: 13
Subaction Index: 0x1d7

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:13-16

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Shieldable Shieldstun Hitlag Targets
0 0 11 0 30 100 30 Normal MagicZap AD false true 6 6
0 1 11 0 30 100 30 Normal MagicZap AD false true 6 6
0 3 5 30 5 60 20 Normal Burn AD false true 4 4

Scripts

Main

  1. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(24969236), Bool(false), Bool(false)] }
  2. if (BoolIsTrue LongtermAccessInt (0x5f))
    1. BoolVariableSetFalse { variable: LongtermAccessInt (0x5f) }
  3. AsyncWait(2.0)
  4. DefensiveCollision { ty: Reflect, unk: 3, direction: Unknown(3) }
  5. ChangeHurtBoxStateSpecific { bone: 7, state: IntangibleFlashing }
  6. ChangeHurtBoxStateSpecific { bone: 8, state: IntangibleFlashing }
  7. ChangeHurtBoxStateSpecific { bone: 9, state: IntangibleFlashing }
  8. ChangeHurtBoxStateSpecific { bone: 26, state: IntangibleFlashing }
  9. ChangeHurtBoxStateSpecific { bone: 27, state: IntangibleFlashing }
  10. ChangeHurtBoxStateSpecific { bone: 28, state: IntangibleFlashing }
  11. AsyncWait(12.0)
  12. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 17, bone: 4, x_offset: 14.0, y_offset: -1.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.25, randomize: None, terminate_with_animation: true })
  13. SyncWait(4.0)
  14. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 2, bone: 4, x_offset: 0.0, y_offset: -3.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.4, randomize: None, terminate_with_animation: true })
  15. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 2, bone: 4, x_offset: 0.0, y_offset: -3.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.3, randomize: None, terminate_with_animation: true })
  16. AsyncWait(17.0)
  17. IntVariableSubtract { variable: LongtermAccessInt (0x5c), value: 0 }
  18. IntVariableSubtract { variable: LongtermAccessInt (0x5d), value: 1 }
  19. AsyncWait(18.0)
  20. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(2), Bool(true), Bool(true)] }
  21. AsyncWait(34.0)
  22. ChangeHurtBoxStateAll { state: Normal }
  23. UnknownEvent { namespace: 0x6, code: 0x18, unk1: 0x0, arguments: [Value(3), Value(3), Value(3)] }
  24. AsyncWait(48.0)
  25. AllowInterrupts
  26. Subroutine(0x15508)
  27. if ((InternalConstantInt(PreviousAction) NotEqual scalar(288)))

    GFX

    1. SyncWait(9998.999)
    2. loop Infinite times:
      1. if (BoolIsTrue LongtermAccessInt (0x59))
        1. SetAirGround(0)
      2. else
        1. if ((InternalConstantInt(PreviousAction) Equal scalar(288)))
          1. SetAirGround(100)
          2. ResetVerticalVelocityAndAcceleration(true)
        2. else
          1. SetAirGround(0)

    SFX

    1. DisableInterruptGroup(AirDodge)
    2. AsyncWait(12.0)
    3. SoundEffect1(58)
    4. SoundEffect1(112)
    5. SoundEffect1(27936)
    6. SoundEffect1(27936)
    7. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 26, hitbox_id: 0, set_id: 0, damage: Constant(11.0), trajectory: 30, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 4.5, x_offset: 0.0, y_offset: -2.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: false, unk5: true, direct: true, 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: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
    8. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 27, hitbox_id: 1, set_id: 0, damage: Constant(11.0), trajectory: 30, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 5.0, x_offset: 2.5, y_offset: 0.0, z_offset: -2.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: false, unk5: true, direct: true, 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: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
    9. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 6, hitbox_id: 2, set_id: 0, damage: Constant(11.0), trajectory: 30, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 2.0, 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: Normal, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: false, unk5: true, direct: true, 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: false, can_hit12: false, can_hit13: true, enabled: false, 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: false })
    10. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(5.0), trajectory: 20, wdsk: 30, kbg: 60, shield_damage: 0, bkb: 5, size: 4.0, x_offset: 0.0, y_offset: 6.0, z_offset: 8.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 3, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Hand, clang: false, unk5: true, direct: true, 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: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
    11. AsyncWait(16.0)
    12. DeleteAllHitBoxes

    Other

    1. UnknownEvent { namespace: 0x17, code: 0x1, unk1: 0x0, arguments: [] }
    2. AsyncWait(17.0)
    3. FrameSpeedModifier { multiplier: 1.7, unk: 0 }
    4. AsyncWait(30.0)
    5. NormalizePhysics
    6. AsyncWait(9998.999)