LXP2.1 - MetalSonic - Subaction - Attack11
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1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
Stats
IASA: |
16 |
Hitboxes active: |
2-3 |
Hitbox set 0 hits: |
2 |
Subaction Index: |
0x48 |
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:2-3
Set |
ID |
Dmg |
BKB |
KBG |
Angle |
Effect |
Sound |
Hitlag Mult |
SDI Mult |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
2 |
10 |
100 |
60 |
Slash |
Slash |
1.1 |
0.5 |
2 |
4 |
|
0 |
1 |
2 |
10 |
100 |
60 |
Slash |
Slash |
1.1 |
0.5 |
2 |
4 |
|
0 |
2 |
2 |
10 |
100 |
60 |
Slash |
Slash |
1.1 |
0.5 |
2 |
4 |
|
Scripts
Main
- AsyncWait(1.0)
- BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
- CreateHitBox(HitBoxArguments { bone_index: 27, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 60, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 2.0, x_offset: -2.0, y_offset: -2.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.1, sdi_mult: 0.5, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
- CreateHitBox(HitBoxArguments { bone_index: 28, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 60, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 2.5, x_offset: -2.0, y_offset: -2.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.1, sdi_mult: 0.5, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
- CreateHitBox(HitBoxArguments { bone_index: 29, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 60, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 5.0, x_offset: 0.0, y_offset: -1.0, z_offset: 1.0, tripping_rate: 0.0, hitlag_mult: 1.1, sdi_mult: 0.5, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
- SyncWait(2.0)
- DeleteAllHitBoxes
- AsyncWait(6.0)
- BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
- AsyncWait(15.0)
- AllowInterrupts
GFX
SFX
- AsyncWait(3.0)
- SoundEffect1(28691)
- loop Infinite times:
- FloatVariableSet { variable: LongtermAccessFloat (0x63), value: 0 }
- SyncWait(1.0)
Other
- SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 2 }
- AsyncWait(1.0)
- UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(6), Bool(true)] }
- Rumble { unk1: 16, unk2: 0 }
- AsyncWait(18.0)
- SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 4 }