LXP2.1 - Ridley-Classic - Subaction - SpecialHi

| 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 |

Stats

IASA: None
Hitboxes active: 17-30
Hitbox set 0 hits: 17
Subaction Index: 0x1d9

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:17-30

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Hitlag Mult Shield Dmg Shieldstun Hitlag Targets
0 0 15 50 90 70 Slash Unknown(24) AD 1.2 4 8 9
0 1 15 50 90 70 Slash Unknown(24) AD 1.2 4 8 9

Scripts

Main

  1. FloatVariableSet { variable: LongtermAccessFloat(SpecialFallMobilityMultiplier), value: 0.75 }
  2. FrameSpeedModifier { multiplier: 1.5, unk: 0 }
  3. AsyncWait(14.0)
  4. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  5. AsyncWait(21.0)
  6. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 5, hitbox_id: 0, set_id: 0, damage: Constant(15.0), trajectory: 70, wdsk: 0, kbg: 90, shield_damage: 4, bkb: 50, size: 7.0, x_offset: 0.0, y_offset: 3.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.2, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: false, 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 })
  7. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 25, hitbox_id: 1, set_id: 0, damage: Constant(15.0), trajectory: 70, wdsk: 0, kbg: 90, shield_damage: 4, bkb: 50, size: 6.0, x_offset: 0.0, y_offset: 0.0, z_offset: 2.0, tripping_rate: 0.0, hitlag_mult: 1.2, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: false, 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 })
  8. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
  9. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  10. SyncWait(5.0)
  11. BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
  12. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
  13. AsyncWait(35.0)
  14. DeleteAllHitBoxes
  15. AsyncWait(45.0)
  16. LedgeGrabEnable(EnableInFrontAndBehind)
  17. AsyncWait(56.0)
  18. if ((InternalConstantInt(CurrentSubaction) Equal scalar(473)))
    1. AllowInterrupts

GFX

  1. GraphicEffect(GraphicEffect { graphic: 37, 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: 1.5, 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. if ((InternalConstantInt(CurrentSubaction) Equal scalar(473)))
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 27, 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: None, terminate_with_animation: false })
  3. AsyncWait(23.0)
  4. GraphicEffect(GraphicEffect { graphic: 40, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 16.0, 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: false })
  5. AsyncWait(24.0)
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 378, graphic: 22, bone: 0, x_offset: 16.0, 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 })
  7. SyncWait(8.0)
  8. ExternalGraphicEffect(ExternalGraphicEffect { file: 378, graphic: 24, bone: 0, x_offset: -8.0, y_offset: 16.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.2, 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(5.0)
  2. Subroutine(0xd028)
  3. AsyncWait(15.0)
  4. SoundEffect1(19524)
  5. SoundEffect1(68)
  6. AsyncWait(21.0)
  7. SoundEffect1(19582)
  8. SoundEffect1(115)
  9. AsyncWait(38.0)
  10. SoundEffect1(111)

Other

  1. Rumble { unk1: 13, unk2: 0 }