LXP2.1 - Geno - Subaction - AttackLw3

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Stats

IASA: None
Hitboxes active: 5-12
Hitbox set 0 hits: 5
Subaction Index: 0x55

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:5-12

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 7 15 150 76 Electric Shock 5 5

Scripts

Main

  1. TagDisplay(false)
  2. AsyncWait(4.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 77, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 76, wdsk: 0, kbg: 150, shield_damage: 0, bkb: 15, size: 4.5, 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: Electric, unk1: false, sound_level: 0, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: true, direct: true, unk6: 0 })
  4. AsyncWait(12.0)
  5. DeleteAllHitBoxes

GFX

  1. if (not(BoolIsTrue LongtermAccessBool (0x74)))
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 91, 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: 0.6, randomize: None, terminate_with_animation: false })
    2. BoolVariableSetTrue { variable: LongtermAccessBool (0x74) }
  2. AsyncWait(4.0)
  3. GraphicEffect(GraphicEffect { graphic: 92, bone: 77, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 220.0, scale: 0.6, 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. AsyncWait(4.0)
  2. SoundEffect1(8078)

Other

  1. SlopeContourStand { leg_bone_parent: 1 }
  2. AsyncWait(4.0)
  3. Rumble { unk1: 17, unk2: 0 }