LXP2.1 - Ridley-Classic - Subaction - SpecialLw

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Stats

IASA: 81
Hitboxes active: 33-45
Hitbox set 0 hits: 33
Subaction Index: 0x1df

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:33-37

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult Shield Dmg Shieldstun Hitlag Targets
0 0 21 50 70 361 Normal Burn AD false 1.2 10 11 11
0 1 21 50 70 361 Normal Burn AD false 1.2 10 11 11

Frames:38-45

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Shield Dmg Shieldstun Hitlag Targets
0 0 13 50 78 361 Normal Burn AD false 6 7 7
0 1 13 50 78 361 Normal Burn AD false 6 7 7

Scripts

Main

  1. FloatVariableSet { variable: RandomAccessFloat (0x7), value: 1.2 }
  2. AsyncWait(32.0)
  3. BoolVariableSetFalse { variable: RandomAccessBool (0x11) }
  4. FloatVariableSet { variable: RandomAccessFloat (0x7), value: 1 }
  5. Armor { armor_type: HeavyArmorKnockbackBased, tolerance: 80.0 }
  6. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 5, hitbox_id: 0, set_id: 0, damage: Constant(21.0), trajectory: 361, wdsk: 0, kbg: 70, shield_damage: 10, bkb: 50, size: 8.0, 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: Normal, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: false, 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(21.0), trajectory: 361, wdsk: 0, kbg: 70, shield_damage: 10, 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: Normal, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: false, 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. SyncWait(1.0)
  9. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }
  10. SyncWait(4.0)
  11. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 5, hitbox_id: 0, set_id: 0, damage: Constant(13.0), trajectory: 361, wdsk: 0, kbg: 78, shield_damage: 6, bkb: 50, size: 7.0, 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: Normal, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: false, 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 })
  12. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 25, hitbox_id: 1, set_id: 0, damage: Constant(13.0), trajectory: 361, wdsk: 0, kbg: 78, shield_damage: 6, bkb: 50, size: 5.0, x_offset: 0.0, y_offset: 0.0, z_offset: -2.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: false, 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 })
  13. AsyncWait(45.0)
  14. BoolVariableSetFalse { variable: RandomAccessBool(SpecialsMovement) }
  15. Armor { armor_type: None, tolerance: 0.0 }
  16. DeleteAllHitBoxes
  17. if (OnGround)
    1. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
    2. FloatVariableSet { variable: RandomAccessFloat (0x7), value: 1.4 }
    3. AsyncWait(80.0)
    4. AllowInterrupts
  18. else
    1. FloatVariableSet { variable: RandomAccessFloat (0x7), value: 0.8 }
    2. AsyncWait(49.0)
    3. LedgeGrabEnable(EnableInFront)
    4. AsyncWait(52.0)
    5. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }

GFX

  1. AsyncWait(3.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 378, graphic: 25, bone: 25, x_offset: 2.792, y_offset: 0.963, z_offset: 2.07, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 2.0, randomize: None, terminate_with_animation: true })
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 378, graphic: 25, bone: 25, x_offset: 2.792, y_offset: 0.963, z_offset: -2.07, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 2.0, randomize: None, terminate_with_animation: true })
  4. AsyncWait(14.0)
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 86, 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: true })
  6. AsyncWait(31.0)
  7. GraphicEffect(GraphicEffect { graphic: 33, 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, 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 })
  8. AsyncWait(32.0)
  9. FlashEffectOverlay { red: 255, green: 51, blue: 0, alpha: 30 }
  10. FlashEffectLight { red: 255, green: 51, blue: 0, alpha: 65, light_source_x: 270.0, light_source_y: 2.0 }
  11. SetColorOfFlashEffectOverlay { transition_time: 20, red: 255, green: 51, blue: 0, alpha: 15 }
  12. SetColorOfFlashEffectLight { transition_time: 20, red: 255, green: 51, blue: 0, alpha: 40 }
  13. ExternalGraphicEffect(ExternalGraphicEffect { file: 378, graphic: 14, bone: 3, x_offset: 0.0, y_offset: 0.0, z_offset: 4.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.4, randomize: None, terminate_with_animation: true })
  14. ExternalGraphicEffect(ExternalGraphicEffect { file: 378, graphic: 15, bone: 3, x_offset: 0.0, y_offset: 0.0, z_offset: 4.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.3, randomize: None, terminate_with_animation: true })
  15. ExternalGraphicEffect(ExternalGraphicEffect { file: 378, graphic: 16, bone: 3, x_offset: 0.0, y_offset: 0.0, z_offset: 4.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.4, randomize: None, terminate_with_animation: true })
  16. loop 3 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 378, graphic: 12, bone: 3, x_offset: 3.0, y_offset: -4.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.2, 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: false })
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 378, graphic: 13, bone: 3, x_offset: 3.0, y_offset: -4.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.2, 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: false })
    3. ExternalGraphicEffect(ExternalGraphicEffect { file: 378, graphic: 18, bone: 4, x_offset: 0.0, y_offset: -7.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.5, 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. ExternalGraphicEffect(ExternalGraphicEffect { file: 378, graphic: 18, bone: 5, 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: 0.5, 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 })
    5. ExternalGraphicEffect(ExternalGraphicEffect { file: 378, graphic: 18, bone: 25, x_offset: 0.0, y_offset: 7.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.5, 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 })
    6. if (OnGround)
      1. GraphicEffect(GraphicEffect { graphic: 10, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 4.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.8, random_x_offset: 4.0, random_y_offset: 0.0, random_z_offset: 2.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: false })
    7. SyncWait(3.0)
    8. ExternalGraphicEffect(ExternalGraphicEffect { file: 378, graphic: 18, bone: 4, x_offset: 0.0, y_offset: -7.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.5, 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 })
    9. ExternalGraphicEffect(ExternalGraphicEffect { file: 378, graphic: 18, bone: 5, 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: 0.5, 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 })
    10. ExternalGraphicEffect(ExternalGraphicEffect { file: 378, graphic: 18, bone: 25, x_offset: 0.0, y_offset: 7.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.5, 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 })
    11. SyncWait(2.0)
  17. RemoveFlashEffect
  18. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(24772622), Bool(false), Bool(true)] }
  19. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(24772623), Bool(false), Bool(true)] }
  20. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(24772624), Bool(false), Bool(true)] }
  21. if (OnGround)
    1. AsyncWait(50.0)
    2. loop 2 times:
      1. GraphicEffect(GraphicEffect { graphic: 28, 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, 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. SyncWait(5.0)
    3. AsyncWait(65.0)
    4. GraphicEffect(GraphicEffect { graphic: 10, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 20.0, x_rotation: 0.0, y_rotation: 180.0, z_rotation: 0.0, scale: 1.2, 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 })

SFX

  1. SoundEffect1(19519)
  2. AsyncWait(8.0)
  3. SoundEffect2(19566)
  4. AsyncWait(31.0)
  5. SoundEffect1(19527)
  6. SoundEffect1(19582)
  7. if (OnGround)
    1. AsyncWait(50.0)
    2. SoundEffect1(19569)
    3. AsyncWait(65.0)
    4. SoundEffectOther1(19571)

Other

  1. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 6 }
  2. AsyncWait(31.0)
  3. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(0), Bool(true)] }
  4. AsyncWait(49.0)
  5. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 6 }