LXP2.1 - Ganon-Mage - Subaction - SpecialS

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Stats

IASA: 37
Partially Intangible: 3-43
Hitboxes active: 13-16
Hitbox set 0 hits: 13
Subaction Index: 0x1d6

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 Hitlag Mult Shieldable Shieldstun Hitlag Targets
0 0 5 30 5 60 20 Normal Burn AD false 1 true 4 4
0 1 11 0 30 100 30 Normal MagicZap AD false 1.3 true 6 8
0 2 5 20 0 100 361 Normal Burn AD false 1 true 4 4

Scripts

Main

  1. if ((InternalConstantInt(PreviousAction) Equal scalar(3)))
    1. SetOrAddVelocity(SetOrAddVelocity { x_vel: 1.0, y_vel: 0.0, x_set: true, y_set: true })
  2. AsyncWait(2.0)
  3. DefensiveCollision { ty: Reflect, unk: 0, direction: Front }
  4. ChangeHurtBoxStateSpecific { bone: 7, state: IntangibleFlashing }
  5. ChangeHurtBoxStateSpecific { bone: 8, state: IntangibleFlashing }
  6. ChangeHurtBoxStateSpecific { bone: 9, state: IntangibleFlashing }
  7. ChangeHurtBoxStateSpecific { bone: 26, state: IntangibleFlashing }
  8. ChangeHurtBoxStateSpecific { bone: 27, state: IntangibleFlashing }
  9. ChangeHurtBoxStateSpecific { bone: 28, state: IntangibleFlashing }
  10. AsyncWait(12.0)
  11. 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 })
  12. SyncWait(4.0)
  13. 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 })
  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: 0.3, randomize: None, terminate_with_animation: true })
  15. AsyncWait(18.0)
  16. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(2), Bool(true), Bool(true)] }
  17. AsyncWait(34.0)
  18. ChangeHurtBoxStateAll { state: Normal }
  19. UnknownEvent { namespace: 0x6, code: 0x18, unk1: 0x0, arguments: [Value(3), Value(0), Value(1)] }
  20. AsyncWait(48.0)
  21. AllowInterrupts
  22. DisableInterruptGroup(AirDodge)

GFX

    SFX

    1. AsyncWait(12.0)
    2. SoundEffect1(58)
    3. SoundEffect1(112)
    4. SoundEffect1(27936)
    5. SoundEffect1(27936)
    6. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, 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 })
    7. 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: 1.3, 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: 26, hitbox_id: 2, set_id: 0, damage: Constant(5.0), trajectory: 361, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, 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: 3, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, 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 })
    9. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 6, hitbox_id: 3, set_id: 0, damage: Constant(5.0), trajectory: 361, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, 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: 3, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, 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: 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. AsyncWait(16.0)
    11. DeleteAllHitBoxes

    Other

    1. SlopeContourStand { leg_bone_parent: 6 }
    2. UnknownEvent { namespace: 0x17, code: 0x1, unk1: 0x0, arguments: [] }
    3. IntVariableSet { variable: LongtermAccessInt (0x62), value: 0 }
    4. AsyncWait(6.0)
    5. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 14, bone: 0, 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: 1.25, 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 })
    6. AsyncWait(17.0)
    7. FrameSpeedModifier { multiplier: 1.7, unk: 0 }
    8. AsyncWait(30.0)
    9. NormalizePhysics