LXP2.1 - Ridley-Modern - Subaction - AttackS4S_1

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Stats

IASA: None
Hitboxes active: 6-9
Hitbox set 0 hits: 6
Subaction Index: 0x58

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:6-9

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult Shield Dmg Shieldstun Hitlag Targets
0 0 17 45 90 45 Slash Slash false 1 38 9 8
0 1 18 45 90 45 Slash Slash false 1.5 37 10 13
0 2 16 45 90 45 Slash Slash false 1 36 9 8
0 3 15 45 90 45 Slash Slash false 1 35 8 7
0 4 14 45 90 45 Slash Slash false 1 34 8 7

Scripts

Main

  1. AsyncWait(5.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 75, hitbox_id: 0, set_id: 0, damage: Constant(17.0), trajectory: 45, wdsk: 0, kbg: 90, shield_damage: 38, bkb: 45, size: 4.0, 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: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Tail, clang: false, unk5: false, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 72, hitbox_id: 2, set_id: 0, damage: Constant(16.0), trajectory: 45, wdsk: 0, kbg: 90, shield_damage: 36, bkb: 45, size: 4.0, 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: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Tail, clang: false, unk5: false, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 69, hitbox_id: 3, set_id: 0, damage: Constant(15.0), trajectory: 45, wdsk: 0, kbg: 90, shield_damage: 35, bkb: 45, size: 4.0, 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: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Tail, clang: false, unk5: false, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 66, hitbox_id: 4, set_id: 0, damage: Constant(14.0), trajectory: 45, wdsk: 0, kbg: 90, shield_damage: 34, bkb: 45, size: 4.0, 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: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Tail, clang: false, unk5: false, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 77, hitbox_id: 1, set_id: 0, damage: Constant(18.0), trajectory: 45, wdsk: 0, kbg: 90, shield_damage: 37, bkb: 45, size: 4.0, x_offset: 0.0, y_offset: -4.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.5, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Tail, clang: false, unk5: true, direct: true, unk6: 0 })
  7. SyncWait(4.0)
  8. DeleteAllHitBoxes

GFX

  1. AsyncWait(1.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 388, graphic: 20, bone: 77, x_offset: 0.0, y_offset: -5.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 180.0, scale: 2.0, randomize: None, terminate_with_animation: true })
  3. AsyncWait(5.0)
  4. GraphicEffect(GraphicEffect { graphic: 40, bone: 0, x_offset: -4.0, y_offset: 0.0, z_offset: 10.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.7, 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 })
  5. GraphicEffect(GraphicEffect { graphic: 40, bone: 0, x_offset: -4.0, y_offset: 0.0, z_offset: -10.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.7, 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(9.0)
  7. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(25427988), Bool(false), Bool(true)] }

SFX

  1. AsyncWait(1.0)
  2. SoundEffectStop(105)
  3. AsyncWait(3.0)
  4. SoundEffect1(9802)
  5. AsyncWait(26.0)
  6. SoundEffect2(9795)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(4.0)
  3. Rumble { unk1: 17, unk2: 0 }
  4. AsyncWait(15.0)
  5. Rumble { unk1: 17, unk2: 0 }