LXP2.1 - Ganon-Mage - Subaction - SpecialLwLand

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Stats

IASA: 37
Hitboxes active: 1-2
Hitbox set 0 hits: 1
Subaction Index: 0x1e2

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:1

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult Shieldstun Hitlag Targets
0 0 12 50 100 361 Electric Punch false 1.5 7 10

Frame:2

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 12 50 100 361 Electric Punch false 1.5 1 7 10
0 1 8 64 32 361 Normal Burn false 1.5 0.8 5 8
0 2 8 64 32 361 Normal Burn false 1.5 0.8 5 8

Scripts

Main

  1. DeleteAllHitBoxes
  2. SetOrAddVelocity(SetOrAddVelocity { x_vel: 0.0, y_vel: 0.0, x_set: true, y_set: true })
  3. CreateHitBox(HitBoxArguments { bone_index: 62, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 50, size: 6.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.5, 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 })
  4. SyncWait(1.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 32, shield_damage: 0, bkb: 64, size: 9.0, x_offset: 0.0, y_offset: 6.0, z_offset: -3.0, tripping_rate: 0.0, hitlag_mult: 1.5, sdi_mult: 0.8, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Foot, clang: false, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 32, shield_damage: 0, bkb: 64, size: 9.0, x_offset: 0.0, y_offset: 6.0, z_offset: 20.0, tripping_rate: 0.0, hitlag_mult: 1.5, sdi_mult: 0.8, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Foot, clang: false, unk5: true, direct: true, unk6: 0 })
  7. AsyncWait(2.0)
  8. DeleteAllHitBoxes
  9. FrameSpeedModifier { multiplier: 0.6, unk: 0 }
  10. AsyncWait(22.0)
  11. AllowInterrupts
  12. AsyncWait(9998.999)
  13. if ((LongtermAccessInt (0x63) GreaterThan scalar(1)))
    1. IntVariableSet { variable: LongtermAccessInt (0x63), value: 0 }
    2. SoundEffect1(120)
    3. SoundEffect1(120)
    4. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 4, bone: 0, x_offset: 7.5, y_offset: 5.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 3.5, randomize: None, terminate_with_animation: false })
    5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(15.0), trajectory: 80, wdsk: 0, kbg: 52, shield_damage: 29, bkb: 48, size: 15.0, x_offset: 0.0, y_offset: 7.0, z_offset: 7.5, tripping_rate: 0.0, hitlag_mult: 1.2, sdi_mult: 0.0, effect: Paralyze, unk1: false, sound_level: 0, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: false, unk5: false, direct: true, unk6: 0 })
    6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 4, set_id: 0, damage: Constant(12.0), trajectory: 80, wdsk: 0, kbg: 52, shield_damage: 22, bkb: 48, size: 10.0, x_offset: 0.0, y_offset: 7.0, z_offset: -15.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.0, effect: Paralyze, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: false, unk5: false, direct: true, unk6: 0 })
    7. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 5, set_id: 0, damage: Constant(12.0), trajectory: 80, wdsk: 0, kbg: 52, shield_damage: 22, bkb: 48, size: 10.0, x_offset: 0.0, y_offset: 7.0, z_offset: 30.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.0, effect: Paralyze, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: false, unk5: false, direct: true, unk6: 0 })

GFX

  1. FlashEffectLight { red: 255, green: 255, blue: 102, alpha: 200, light_source_x: 70.0, light_source_y: 90.0 }
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 381, graphic: 15, 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: 1.0, randomize: None, terminate_with_animation: true })
  3. GraphicEffect(GraphicEffect { graphic: 9, 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: 0.7, 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: false })
  4. AsyncWait(2.0)
  5. GraphicEffect(GraphicEffect { graphic: 9, 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: 0.9, 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 })
  6. GraphicEffect(GraphicEffect { graphic: 42, 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: 0.75, 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 })
  7. GraphicEffect(GraphicEffect { graphic: 57, 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: 0.65, 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 })
  8. AsyncWait(4.0)
  9. GraphicEffect(GraphicEffect { graphic: 57, 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: 0.85, 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 })
  10. AsyncWait(7.0)
  11. FlashEffectLight { red: 255, green: 255, blue: 102, alpha: 200, light_source_x: 70.0, light_source_y: 90.0 }
  12. SetColorOfFlashEffectLight { transition_time: 21, red: 255, green: 255, blue: 102, alpha: 0 }
  13. AsyncWait(18.0)
  14. RemoveFlashEffect

SFX

  1. SoundEffect1(28068)
  2. SoundEffect1(28068)
  3. SoundEffect1(80)
  4. SoundEffect1(80)
  5. AsyncWait(5.0)
  6. SoundEffect1(4694)
  7. SyncWait(9998.999)
  8. loop 4 times:
    1. if (HitboxConnects value(3))
      1. else
        1. if (HitboxConnects value(4))
          1. else
            1. if (HitboxConnects value(5))
              1. SoundEffect2(27951)

      Other

      1. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 1 }
      2. ScreenShake { magnitude: 2 }
      3. Rumble { unk1: 5, unk2: 0 }
      4. AsyncWait(17.0)
      5. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 4 }