LXP2.1 - MetalSonic - Subaction - SpecialLwLoop

| 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 |

Stats

IASA: None
Hitboxes active: 1-30
Hitbox set 0 hits: 1
Subaction Index: 0x1dd

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:1-29

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Hitlag Mult Rehit Rate Flinchless Shieldstun Hitlag Targets
0 1 3 50 0 100 135 Electric Unknown(128) false 0.5 15 false 3 1
0 3 3 0 0 0 135 Electric Unknown(128) false 0.5 15 true 3 1

Scripts

Main

  1. CallEveryFrame { thread_id: 9, script: 0x1b038 }
  2. if ((LongtermAccessFloat (0x60) Equal scalar(1)))
    1. AsyncWait(1.0)
    2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 8, hitbox_id: 1, set_id: 0, damage: Constant(1.0), trajectory: 135, wdsk: 50, kbg: 100, shield_damage: 0, bkb: 0, size: 3.0, x_offset: 0.0, y_offset: 9.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 0, unk2: false, sound: Unknown(128), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 5, angle_flipping: AttackerPosition, 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 })
    3. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 8, hitbox_id: 2, set_id: 0, damage: Constant(1.0), trajectory: 135, wdsk: 50, kbg: 100, shield_damage: 0, bkb: 0, size: 3.0, x_offset: 0.0, y_offset: 5.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 0, unk2: false, sound: Unknown(128), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 5, angle_flipping: AttackerPosition, 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 })
    4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 8, hitbox_id: 3, set_id: 0, damage: Constant(1.0), trajectory: 135, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 0, size: 10.0, x_offset: 0.0, y_offset: 9.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 0, unk2: false, sound: Unknown(128), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 5, angle_flipping: AttackerPosition, 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: true })
    5. AsyncWait(24.0)
    6. DeleteAllHitBoxes
    7. FloatVariableSet { variable: LongtermAccessFloat (0x60), value: 0 }
  3. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 8, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 135, wdsk: 50, kbg: 100, shield_damage: 0, bkb: 0, size: 4.0, x_offset: 0.0, y_offset: 7.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 0, unk2: false, sound: Unknown(128), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 15, angle_flipping: AttackerPosition, 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 })
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 8, hitbox_id: 3, set_id: 0, damage: Constant(3.0), trajectory: 135, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 0, size: 10.0, x_offset: 0.0, y_offset: 9.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 0, unk2: false, sound: Unknown(128), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 15, angle_flipping: AttackerPosition, 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: true })

GFX

  1. if ((LongtermAccessFloat (0x63) NotEqual scalar(0)))
    1. SlopeContourStand { leg_bone_parent: 1 }
  2. else
    1. SlopeContourStand { leg_bone_parent: 0 }
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 385, graphic: 3, bone: 8, x_offset: 0.0, y_offset: 6.5, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0499834, randomize: None, terminate_with_animation: true })
  4. FlashEffectOverlay { red: 208, green: 128, blue: 255, alpha: 4080 }
  5. AsyncWait(24.0)
  6. RemoveFlashEffect
  7. FlashEffectOverlay { red: 144, green: 96, blue: 191, alpha: 752 }

SFX

  1. loop Infinite times:
    1. SyncWait(26.0)
    2. SoundEffectStop(28728)
    3. SoundEffectTransient(28728)

Other

  1. loop Infinite times:
    1. RumbleLoop { unk1: 37, unk2: 30 }
    2. SyncWait(30.0)