LXP2.1 - Geno - Subaction - AttackAirF

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Stats

IASA: None
Landing Lag: 24
Landing Lag (L-Cancel): 12
Subaction Index: 0x63

Scripts

Main

  1. Subroutine(0x9ea8)
  2. DisableMovement(Enable)
  3. loop Infinite times:
    1. Subroutine(0x15aa0)
    2. if ((InternalConstantInt(CurrentFrame) LessThan scalar(6)))
      1. else
        1. if ((InternalConstantInt(CurrentFrame) LessThan scalar(7)))
          1. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
        2. else
          1. if ((InternalConstantInt(CurrentFrame) LessThan scalar(11)))
            1. else
              1. if ((InternalConstantInt(CurrentFrame) LessThan scalar(14)))
                1. if ((LongtermAccessFloat (0x49) GreaterThan scalar(0)))
                  1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 78, hitbox_id: 0, set_id: 0, damage: Constant(18.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 45, size: 6.0, x_offset: 2.0, y_offset: 0.0, z_offset: -1.0, tripping_rate: 0.0, hitlag_mult: 1.25, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Explosive, clang: true, 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 })
                  2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 78, hitbox_id: 1, set_id: 0, damage: Constant(18.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 45, size: 4.5, x_offset: 2.0, y_offset: 0.0, z_offset: 4.0, tripping_rate: 0.0, hitlag_mult: 1.25, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Explosive, clang: true, 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 })
                2. else
                  1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 78, hitbox_id: 0, set_id: 0, damage: Constant(15.0), trajectory: 35, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 35, size: 6.0, x_offset: 2.0, y_offset: 0.0, z_offset: -1.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Explosive, clang: true, 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 })
                  2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 78, hitbox_id: 1, set_id: 0, damage: Constant(15.0), trajectory: 35, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 35, size: 4.5, x_offset: 2.0, y_offset: 0.0, z_offset: 4.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Explosive, clang: true, 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 })
              2. else
                1. DeleteAllHitBoxes
                2. UnknownEvent { namespace: 0x0, code: 0x6, unk1: 0x0, arguments: [] }
        3. SyncWait(1.0)
      2. AsyncWait(19.0)
      3. FloatVariableSet { variable: LongtermAccessFloat (0x47), value: 0 }
      4. DisableMovement2(DisableHorizontal)
      5. AsyncWait(36.0)
      6. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }
      7. AsyncWait(38.0)
      8. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }

      GFX

      1. Subroutine(0x27470)

      SFX

      1. loop Infinite times:
        1. if ((InternalConstantInt(CurrentFrame) LessThan scalar(1)))
          1. else
            1. if ((InternalConstantInt(CurrentFrame) LessThan scalar(2)))
              1. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 3 }
            2. else
              1. if ((InternalConstantInt(CurrentFrame) LessThan scalar(11)))
                1. else
                  1. if ((InternalConstantInt(CurrentFrame) LessThan scalar(14)))
                    1. if ((LongtermAccessFloat (0x44) Equal scalar(1)))
                      1. SetOrAddVelocity(SetOrAddVelocity { x_vel: -1.0, y_vel: 0.1, x_set: false, y_set: true })
                      2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 73, bone: 77, 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, 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 })
                      3. SoundEffect1(28325)
                      4. Rumble { unk1: 17, unk2: 0 }
                      5. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 64, bone: 78, x_offset: 1.8, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.6, 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. FloatVariableSet { variable: LongtermAccessFloat (0x44), value: 0 }
            3. if (HitboxConnects)
              1. if ((LongtermAccessFloat (0x45) Equal scalar(2)))
                1. ExternalGraphicEffect(ExternalGraphicEffect { file: 383, graphic: 1, bone: 78, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 180.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.5, 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: false })
                2. ExternalGraphicEffect(ExternalGraphicEffect { file: 383, graphic: 1, bone: 78, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 180.0, y_rotation: 180.0, z_rotation: 0.0, scale: 1.5, 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: false })
                3. ExternalGraphicEffect(ExternalGraphicEffect { file: 383, graphic: 1, bone: 78, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 180.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.5, 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: false })
                4. ExternalGraphicEffect(ExternalGraphicEffect { file: 383, graphic: 1, bone: 78, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 180.0, y_rotation: 180.0, z_rotation: 0.0, scale: 1.5, 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: false })
              2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 24, bone: 78, x_offset: 2.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.6, 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 })
              3. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(64), Bool(true), Bool(true)] }
              4. SoundEffect1(28314)
              5. Rumble { unk1: 13, unk2: 0 }
              6. ScreenShake { magnitude: 1 }
            4. SyncWait(1.0)

          Other

          1. Goto(0x9019c168)