LXP2.1 - Ridley-Modern - Subaction - SpecialLw

| 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 |

Stats

IASA: None
Hitboxes active: 30-46
Hitbox set 0 hits: 30
Subaction Index: 0x1ea

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:30-32

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Hitlag Mult Shield Dmg Remain Grabbed Shieldstun Hitlag Targets
0 0 13 80 80 361 Normal MagicZap AD 1.7 25 true 7 12

Frames:33-46

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Shield Dmg Remain Grabbed Shieldstun Hitlag Targets
0 0 8 50 100 361 Normal Burn AD 3 true 5 5

Scripts

Main

  1. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  2. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }
  3. FrameSpeedModifier { multiplier: 1.15, unk: 0 }
  4. Armor { armor_type: HeavyArmorKnockbackBased, tolerance: 140.0 }
  5. AsyncWait(5.0)
  6. Armor { armor_type: None, tolerance: 0.0 }
  7. AsyncWait(31.0)
  8. Armor { armor_type: HeavyArmorKnockbackBased, tolerance: 200.0 }
  9. SetAirGround(17)
  10. SetEdgeSlide(Airbourne)
  11. AsyncWait(33.0)
  12. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 3, hitbox_id: 0, set_id: 0, damage: Constant(13.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 25, bkb: 80, size: 7.0, x_offset: 0.0, y_offset: 0.0, z_offset: 12.0, tripping_rate: 0.0, hitlag_mult: 1.7, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: true, 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: true, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  13. AsyncWait(36.0)
  14. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 3, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 3, bkb: 50, size: 10.0, x_offset: 0.0, y_offset: 0.0, z_offset: 12.0, 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: AttackerDir, unk1: false, stretches_to_bone: true, 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: true, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  15. AsyncWait(52.0)
  16. Armor { armor_type: None, tolerance: 0.0 }
  17. DeleteAllHitBoxes
  18. AsyncWait(59.0)
  19. EnableInterruptGroup(AirLanding)
  20. AsyncWait(67.0)
  21. SetAirGround(0)
  22. CreateInterrupt { interrupt_id: None, action: LandingHeavy, requirement: (TouchingAFloorWallOrCeiling value(8)) }

GFX

  1. FlashEffectOverlay { red: 255, green: 255, blue: 128, alpha: 75 }
  2. AsyncWait(5.0)
  3. RemoveFlashEffect
  4. AsyncWait(31.0)
  5. 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 })
  6. AsyncWait(33.0)
  7. FlashEffectOverlay { red: 255, green: 51, blue: 0, alpha: 30 }
  8. FlashEffectLight { red: 255, green: 51, blue: 0, alpha: 65, light_source_x: 270.0, light_source_y: 2.0 }
  9. SetColorOfFlashEffectOverlay { transition_time: 20, red: 255, green: 51, blue: 0, alpha: 15 }
  10. SetColorOfFlashEffectLight { transition_time: 20, red: 255, green: 51, blue: 0, alpha: 40 }
  11. AsyncWait(49.0)
  12. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(25427982), Bool(false), Bool(true)] }
  13. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(25427983), Bool(false), Bool(true)] }
  14. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(25427984), Bool(false), Bool(true)] }
  15. AsyncWait(52.0)
  16. RemoveFlashEffect

SFX

  1. AsyncWait(23.0)
  2. SoundEffect1(9811)
  3. AsyncWait(30.0)
  4. SoundEffect2(9795)
  5. AsyncWait(36.0)
  6. SoundEffect1(9792)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(31.0)
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 388, 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: 0.5, randomize: None, terminate_with_animation: true })
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 388, 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: 0.5, randomize: None, terminate_with_animation: true })
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 388, 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: 0.5, randomize: None, terminate_with_animation: true })
  6. loop 3 times:
    1. Rumble { unk1: 17, unk2: 0 }
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 388, 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 })
    3. ExternalGraphicEffect(ExternalGraphicEffect { file: 388, 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 })
    4. ExternalGraphicEffect(ExternalGraphicEffect { file: 388, graphic: 4, 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 })
    5. ExternalGraphicEffect(ExternalGraphicEffect { file: 388, graphic: 4, bone: 6, 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 })
    6. ExternalGraphicEffect(ExternalGraphicEffect { file: 388, graphic: 4, bone: 30, 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 })
    7. SyncWait(4.0)
    8. ExternalGraphicEffect(ExternalGraphicEffect { file: 388, graphic: 4, 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: 388, graphic: 4, bone: 6, 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: 388, graphic: 4, bone: 30, 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)