LXP2.1 - Geno - Subaction - SpecialHiShoot

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | 79 | 80 | 81 | 82 | 83 | 84 | 85 | 86 | 87 | 88 | 89 | 90 | 91 | 92 | 93 | 94 | 95 | 96 | 97 | 98 | 99 | 100 | 101 | 102 | 103 | 104 | 105 | 106 | 107 | 108 | 109 | 110 | 111 | 112 | 113 | 114 | 115 | 116 | 117 | 118 | 119 | 120 | 121 | 122 | 123 | 124 | 125 | 126 | 127 | 128 | 129 | 130 | 131 | 132 | 133 | 134 | 135 | 136 | 137 | 138 | 139 | 140 | 141 | 142 | 143 | 144 | 145 | 146 | 147 | 148 | 149 | 150 | 151 | 152 | 153 | 154 | 155 | 156 | 157 | 158 | 159 | 160 | 161 | 162 | 163 | 164 | 165 | 166 | 167 | 168 | 169 | 170 | 171 | 172 | 173 | 174 | 175 | 176 | 177 | 178 | 179 | 180 | 181 | 182 | 183 | 184 | 185 | 186 | 187 | 188 | 189 | 190 | 191 | 192 | 193 | 194 | 195 | 196 | 197 | 198 | 199 | 200 | 201 | 202 | 203 | 204 | 205 | 206 | 207 | 208 | 209 | 210 | 211 | 212 | 213 | 214 | 215 | 216 | 217 | 218 | 219 | 220 | 221 | 222 | 223 | 224 | 225 | 226 | 227 | 228 | 229 | 230 | 231 | 232 | 233 | 234 | 235 | 236 | 237 | 238 | 239 | 240 | 241 | 242 | 243 | 244 | 245 | 246 | 247 | 248 | 249 | 250 | 251 | 252 | 253 | 254 | 255 | 256 | 257 | 258 | 259 | 260 | 261 | 262 | 263 | 264 | 265 | 266 | 267 | 268 | 269 | 270 |

Stats

IASA: None
Hitboxes active: 14-26
Hitbox set 0 hits: 14
Subaction Index: 0x1da

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:14-26

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Shieldstun Hitlag Targets
0 1 5 40 100 60 Flame Burn AD 4 4

Scripts

Main

  1. UnknownEvent { namespace: 0x4, code: 0x6, unk1: 0x0, arguments: [Variable(Variable { memory_type: LongtermAccess, data_type: Float, address: 62 })] }
  2. IntVariableSet { variable: LongtermAccessInt(JumpsUsed), value: 2 }
  3. BoolVariableSetTrue { variable: LongtermAccessBool (0x7b) }
  4. Subroutine(0xfc90)
  5. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
  6. SetOrAddVelocity(SetOrAddVelocity { x_vel: 0.0, y_vel: 0.0, x_set: true, y_set: true })
  7. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
  8. AsyncWait(13.0)
  9. LedgeGrabEnable(EnableInFrontAndBehind)
  10. if ((LongtermAccessFloat (0x3e) Equal scalar(1)))
    1. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
    2. AddVelocity { x_vel: Constant(0.0), y_vel: Constant(3.7) }
    3. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
    4. CreateHitBox(HitBoxArguments { bone_index: 16, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 80, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 40, size: 7.0, 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: Flame, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: false, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 })
  11. else
    1. if ((LongtermAccessFloat (0x3e) Equal scalar(31)))
      1. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
      2. AddVelocity { x_vel: Constant(1.42), y_vel: Constant(3.42) }
      3. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
      4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 16, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 70, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 40, size: 7.0, 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: Flame, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: false, aerial: true, unk4: 0, sse_type: Body, 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. if ((LongtermAccessFloat (0x3e) Equal scalar(61)))
        1. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
        2. AddVelocity { x_vel: Constant(2.615), y_vel: Constant(2.615) }
        3. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
      2. else
        1. if ((LongtermAccessFloat (0x3e) Equal scalar(91)))
          1. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
          2. AddVelocity { x_vel: Constant(3.42), y_vel: Constant(1.42) }
          3. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
        2. else
          1. if ((LongtermAccessFloat (0x3e) Equal scalar(121)))
            1. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
            2. AddVelocity { x_vel: Constant(3.7), y_vel: Constant(0.0) }
            3. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
          2. else
            1. if ((LongtermAccessFloat (0x3e) Equal scalar(151)))
              1. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
              2. AddVelocity { x_vel: Constant(3.42), y_vel: Constant(-1.42) }
              3. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
              4. CreateInterrupt { interrupt_id: None, action: LandingFallSpecial, requirement: (OnGround) }
            2. else
              1. if ((LongtermAccessFloat (0x3e) Equal scalar(181)))
                1. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
                2. AddVelocity { x_vel: Constant(2.615), y_vel: Constant(-2.615) }
                3. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
                4. CreateInterrupt { interrupt_id: None, action: LandingFallSpecial, requirement: (OnGround) }
              2. else
                1. if ((LongtermAccessFloat (0x3e) Equal scalar(211)))
                  1. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
                  2. AddVelocity { x_vel: Constant(1.42), y_vel: Constant(-3.42) }
                  3. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
                  4. CreateInterrupt { interrupt_id: None, action: LandingFallSpecial, requirement: (OnGround) }
  12. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 16, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 60, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 40, size: 7.0, 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: Flame, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, 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 })
  13. AsyncWait(26.0)
  14. DeleteAllHitBoxes
  15. AsyncWait(28.0)
  16. BoolVariableSetTrue { variable: LongtermAccessBool (0x78) }

GFX

  1. AsyncWait(12.0)
  2. GraphicEffect(GraphicEffect { graphic: 73, bone: 71, x_offset: 12.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, 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. AsyncWait(13.0)
  4. GraphicEffect(GraphicEffect { graphic: 25100294, bone: 70, x_offset: 7.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: -90.0, scale: 0.8, 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 })
  5. AsyncWait(15.0)
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 383, graphic: 18, bone: 7, x_offset: 0.2, y_offset: -2.0, 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 })
  7. loop 3 times:
    1. SyncWait(2.0)
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 260, graphic: 61, bone: 7, x_offset: 0.0, y_offset: -8.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.4, 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. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 12, bone: 7, x_offset: 0.0, y_offset: -2.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, 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 })
    4. SyncWait(2.0)
    5. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 12, bone: 7, x_offset: 0.0, y_offset: -6.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, 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 })

SFX

  1. AsyncWait(12.0)
  2. SoundEffect1(80)
  3. BoolVariableSetTrue { variable: LongtermAccessBool (0x79) }
  4. AsyncWait(14.0)
  5. loop Infinite times:
    1. if (TouchingAFloorWallOrCeiling)
      1. IfStatementAnd (not(BoolIsTrue LongtermAccessBool (0x7a)))
      2. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 0 }
      3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 51, bone: 70, 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: 0.8, 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. BoolVariableSetTrue { variable: LongtermAccessBool (0x7a) }
    2. SyncWait(1.0)

Other

  1. ItemVisibility(false)
  2. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(false)] }
  3. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 8 }
  4. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 2 }
  5. AsyncWait(12.0)
  6. Rumble { unk1: 13, unk2: 0 }
  7. ScreenShake { magnitude: 1 }
  8. AsyncWait(13.0)
  9. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(true)] }
  10. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 6 }
  11. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 3 }
  12. AsyncWait(19.0)
  13. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 0 }
  14. if (not(BoolIsTrue LongtermAccessBool (0x7a)))
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 51, bone: 70, 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: 0.8, 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. BoolVariableSetTrue { variable: LongtermAccessBool (0x7a) }