LXP2.1 - MetalSonic - Subaction - AttackHi3
|
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 |
Stats
IASA: |
32 |
Hitboxes active: |
5-16 |
Hitbox set 0 hits: |
5 |
Subaction Index: |
0x54 |
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:5-16
Set |
ID |
Dmg |
BKB |
KBG |
Angle |
Effect |
Sound |
Clang |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
10 |
40 |
110 |
84 |
Slash |
Slash |
false |
6 |
6 |
|
0 |
1 |
10 |
40 |
110 |
84 |
Slash |
Slash |
false |
6 |
6 |
|
Scripts
Main
- FrameSpeedModifier { multiplier: 0.75, unk: 0 }
- AsyncWait(3.0)
- CreateHitBox(HitBoxArguments { bone_index: 48, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 84, wdsk: 0, kbg: 110, shield_damage: 0, bkb: 40, 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: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: false, unk5: true, direct: true, unk6: 0 })
- CreateHitBox(HitBoxArguments { bone_index: 50, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 84, wdsk: 0, kbg: 110, shield_damage: 0, bkb: 40, size: 4.5, x_offset: -2.0, y_offset: 2.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: false, unk5: true, direct: true, unk6: 0 })
- AsyncWait(12.0)
- DeleteAllHitBoxes
- FrameSpeedModifier { multiplier: 1.2, unk: 0 }
- AsyncWait(30.0)
- AllowInterrupts
GFX
- AsyncWait(4.0)
- ExternalGraphicEffect(ExternalGraphicEffect { file: 385, graphic: 7, bone: 0, x_offset: 6.0, y_offset: 18.0, z_offset: -1.0, x_rotation: 80.0, y_rotation: 6.0, z_rotation: 0.0, scale: 0.75, 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
- AsyncWait(3.0)
- SoundEffect1(28690)
- loop Infinite times:
- FloatVariableSet { variable: LongtermAccessFloat (0x63), value: 0 }
- SyncWait(1.0)
Other
- SlopeContourStand { leg_bone_parent: 6 }
- AsyncWait(8.0)
- Rumble { unk1: 17, unk2: 0 }