LXP2.1 - Ridley-Classic - Subaction - SpecialAirLw

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Stats

IASA: None
Hitboxes active: 25
Hitbox set 0 hits: 25
Subaction Index: 0x1e0

Scripts

Main

  1. FloatVariableSet { variable: RandomAccessFloat (0x8), value: InternalConstantInt(HorizontalCharacterVelocity) }
  2. FloatVariableMultiply { variable: RandomAccessFloat (0x8), value: 0.8 }
  3. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
  4. SetVelocity { x_vel: 0.0, y_vel: 0.0 }
  5. AddVelocity { x_vel: Variable(RandomAccessFloat(Address(8))), y_vel: Constant(2.0) }
  6. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
  7. AsyncWait(24.0)
  8. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  9. DisableMovement(DisableHorizontal)
  10. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
  11. UnknownEvent { namespace: 0xe, code: 0x8, unk1: 0x0, arguments: [Scalar(0.0), Scalar(-10.0), Scalar(0.0), Value(1)] }
  12. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
  13. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(17.0), trajectory: 50, wdsk: 0, kbg: 85, shield_damage: 10, bkb: 50, size: 9.5, x_offset: 0.0, y_offset: 7.5, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, 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: 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 })
  14. EnableInterruptGroup(CliffCatch)
  15. LedgeGrabEnable(EnableInFrontAndBehind)
  16. SyncWait(100.0)
  17. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }

GFX

  1. AsyncWait(10.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 91, 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: 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 })
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 7, bone: 0, 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: 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: false })
  4. AsyncWait(20.0)
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 91, 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: 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 })
  6. AsyncWait(24.0)
  7. ExternalGraphicEffect(ExternalGraphicEffect { file: 378, graphic: 6, bone: 4, x_offset: -5.0, y_offset: 7.0, z_offset: -2.0, x_rotation: 0.0, y_rotation: 90.0, z_rotation: 0.0, scale: 0.3, randomize: None, terminate_with_animation: true })

SFX

  1. SoundEffect1(19521)
  2. AsyncWait(20.0)
  3. SoundEffect1(19582)

Other

  1. AsyncWait(4.0)
  2. Rumble { unk1: 18, unk2: 0 }