LXP2.1 - Shadow - Subaction - SpecialSAirSpear_2

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Stats

IASA: None
Hitboxes active: 18-47
Hitbox set 0 hits: 18
Subaction Index: 0x4b

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:18-46

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Hitlag Mult Rehit Rate Reflectable Shieldstun Hitlag Targets
0 1 12 42 75 361 Paralyze Unknown(24) MD 0.5 767615040 true 7 3

Scripts

Main

  1. BoolVariableSetTrue { variable: RandomAccessBool(CharacterFloat) }
  2. FrameSpeedModifier { multiplier: 0.6, unk: 0 }
  3. SetOrAddVelocity(SetOrAddVelocity { x_vel: 0.0, y_vel: -0.3, x_set: false, y_set: true })
  4. AsyncWait(8.0)
  5. FrameSpeedModifier { multiplier: 1.5, unk: 0 }
  6. BoolVariableSetFalse { variable: LongtermAccessBool (0x65) }
  7. BoolVariableSetFalse { variable: LongtermAccessBool (0x66) }
  8. DisableMovement(DisableVertical)
  9. DisableMovement(DisableHorizontal)
  10. AsyncWait(12.0)
  11. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 82, hitbox_id: 1, set_id: 0, damage: Constant(12.0), trajectory: 361, wdsk: 0, kbg: 75, shield_damage: 0, bkb: 42, size: 8.5, x_offset: 4.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Paralyze, unk1: false, sound_level: 2, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 767615040, angle_flipping: MovementDir, 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: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  12. loop 44 times:
    1. if (HitboxConnects)
      1. DeleteAllHitBoxes
    2. SyncWait(1.5)
  13. AsyncWait(56.0)
  14. BoolVariableSetFalse { variable: RandomAccessBool(CharacterFloat) }
  15. DisableMovement2(DisableVertical)
  16. DisableMovement2(DisableHorizontal)
  17. DeleteAllHitBoxes
  18. CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }
  19. PreviousInterruptAddRequirement(OnGround)
  20. CreateInterrupt { interrupt_id: None, action: Fall, requirement: (AnimationEnd) }
  21. PreviousInterruptAddRequirement(InAir)

GFX

  1. AsyncWait(11.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 38, bone: 67, x_offset: 0.0, y_offset: 0.0, z_offset: 1.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.2, randomize: None, terminate_with_animation: true })
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 384, graphic: 19, bone: 82, 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: 2.5, randomize: None, terminate_with_animation: true })
  4. loop 45 times:
    1. if (HitboxConnects)
      1. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(25165843), Value(0), Value(1)] }
      2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 129, bone: 82, 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, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 0.0, random_y_offset: 0.0, random_z_offset: 1.25, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: false })
      3. loop Infinite times:
        1. loop 2 times:
          1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 129, bone: 82, 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: 0.0, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 0.0, random_y_offset: 0.0, random_z_offset: 1.25, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: false })
          2. SyncWait(1.0)
        2. SyncWait(0.5)
    2. SyncWait(1.5)
  5. AsyncWait(56.0)
  6. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(25165843), Value(0), Value(1)] }

SFX

  1. AsyncWait(12.0)
  2. SoundEffect1(8066)
  3. SoundEffect1(9663)
  4. loop 44 times:
    1. if (HitboxConnects)
      1. SoundEffectTransient(118)
    2. SyncWait(1.0)

Other

  1. AsyncWait(12.0)
  2. Rumble { unk1: 13, unk2: 0 }
  3. DeleteSwordGlow { fade_time: 0 }
  4. if (BoolIsTrue LongtermAccessBool (0x66))
    1. SwordGlow(SwordGlow { color: 0, blur_length: 0, point1_bone: 0, point1_x_offset: 0.0, point1_y_offset: 0.0, point1_z_offset: 0.0, point2_bone: 0, point2_x_offset: 0.0, point2_y_offset: 0.0, point2_z_offset: 0.0, delete_after_subaction: false, graphic_id: 72, bone_id: 39, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, glow_length: 1.0 })
  5. else
    1. if ((scalar(150) LessThan InternalConstantInt(Damage)))
      1. if ((InternalConstantInt(Damage) LessThan scalar(190)))
        1. SwordGlow(SwordGlow { color: 0, blur_length: 0, point1_bone: 0, point1_x_offset: 0.0, point1_y_offset: 0.0, point1_z_offset: 0.0, point2_bone: 0, point2_x_offset: 0.0, point2_y_offset: 0.0, point2_z_offset: 0.0, delete_after_subaction: false, graphic_id: 118, bone_id: 0, x_offset: 0.0, y_offset: 5.0, z_offset: 0.0, x_rotation: 90.0, y_rotation: 0.0, z_rotation: 0.0, glow_length: 2.4 })