LXP2.1 - Ridley-Classic - Subaction - SpecialNShoot

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Stats

IASA: 36
Hitboxes active: 5-6
Hitbox set 0 hits: 5
Subaction Index: 0x1d4

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:5-6

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult SDI Mult Reflectable Absorbable Freeze frame disable Shieldstun Hitlag Targets
0 0 0 90 0 30 Normal Unique AD false 0 0 true true true 1 0

Scripts

Main

  1. FloatVariableSet { variable: RandomAccessFloat (0x7), value: 2.14 }
  2. AsyncWait(4.0)
  3. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(0.0), trajectory: 30, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 90, size: 5.0, x_offset: 0.0, y_offset: 7.0, z_offset: 8.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: false, unk5: true, 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: true, can_be_absorbed: true, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: true, unk5: true, flinchless: false })
  4. SyncWait(2.0)
  5. DeleteAllHitBoxes
  6. AsyncWait(14.0)
  7. FloatVariableSet { variable: RandomAccessFloat (0x7), value: 0.8 }
  8. UnknownEvent { namespace: 0x10, code: 0x1, unk1: 0x0, arguments: [Value(0), Value(2)] }
  9. AsyncWait(35.0)
  10. AllowInterrupts

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 378, graphic: 8, bone: 25, x_offset: 2.0, y_offset: -4.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.25, randomize: None, terminate_with_animation: true })
  2. AsyncWait(14.0)
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 378, graphic: 8, bone: 25, x_offset: 1.0, y_offset: -2.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.5, randomize: None, terminate_with_animation: true })
  4. GraphicEffect(GraphicEffect { graphic: 40, 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: 0.6, 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. FlashEffectOverlay { red: 255, green: 255, blue: 255, alpha: 240 }
  6. SyncWait(1.0)
  7. FlashEffectOverlay { red: 255, green: 120, blue: 80, alpha: 100 }
  8. SyncWait(1.0)
  9. SetColorOfFlashEffectOverlay { transition_time: 5, red: 80, green: 0, blue: 0, alpha: 0 }
  10. SyncWait(4.0)
  11. RemoveFlashEffect

SFX

    Other

    1. SlopeContourStand { leg_bone_parent: 6 }
    2. AsyncWait(14.0)
    3. Rumble { unk1: 14, unk2: 0 }