P+ - Diddy Kong - Subaction - SpecialAirHiJump

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Stats

IASA: None
Hitboxes active: 1-36
Hitbox set 0 hits: 1
Subaction Index: 0x1ed

Hitboxes

Move staling reduces damage up to 45%. Move staling also reduces final knockback, shieldstun and hitlag because damage is used in their formulas.

Frame:1

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 0 30 100 361 Flame Burn false 1 3
0 1 0 40 100 270 Flame Burn false 1 3

Frames:2-3

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 0 30 100 361 Flame Burn false 1 3
0 1 0 40 100 270 Flame Burn false 1 3
0 2 -1 30 100 361 Flame Burn false 1 2

Frames:4-8

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 10 30 100 55 Flame Burn false 6 6

Frames:9-36

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 8 20 100 60 Flame Burn false 5 5

Scripts

Main

  1. BoolVariableSetTrue { variable: RandomAccessBool (0x15) }
  2. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 0 }
  3. LedgeGrabEnable(Disable)
  4. CreateHitBox(HitBoxArguments { bone_index: 6, hitbox_id: 0, set_id: 0, damage: Variable(LongtermAccessInt(Address(91))), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 5.0, 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: Flame, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: false, unk5: false, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Variable(LongtermAccessInt(Address(91))), trajectory: 270, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 40, size: 3.0, x_offset: 0.0, y_offset: -3.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: false, unk5: false, direct: true, unk6: 0 })
  6. SyncWait(1.0)
  7. IntVariableDecrement { variable: LongtermAccessInt (0x5b) }
  8. UnknownEvent { namespace: 0x6, code: 0x1, unk1: 0x0, arguments: [Value(0), Variable(Variable { memory_type: LongtermAccess, data_type: Int, address: 91 })] }
  9. UnknownEvent { namespace: 0x6, code: 0x1, unk1: 0x0, arguments: [Value(1), Variable(Variable { memory_type: LongtermAccess, data_type: Int, address: 91 })] }
  10. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Variable(LongtermAccessInt(Address(91))), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 5.0, x_offset: 0.0, y_offset: -1.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: false, unk5: false, direct: true, unk6: 0 })
  11. SyncWait(2.0)
  12. DeleteHitBox(1)
  13. DeleteHitBox(2)
  14. CreateHitBox(HitBoxArguments { bone_index: 6, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 55, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 5.0, 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: Flame, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: false, unk5: false, direct: true, unk6: 0 })
  15. SyncWait(5.0)
  16. CreateHitBox(HitBoxArguments { bone_index: 6, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 60, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, 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: Flame, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: false, unk5: false, direct: true, unk6: 0 })
  17. AsyncWait(45.0)
  18. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 1 }
  19. BoolVariableSetFalse { variable: RandomAccessBool (0x15) }
  20. BoolVariableSetTrue { variable: RandomAccessBool(EnableAutoJab) }

GFX

  1. GraphicEffect(GraphicEffect { graphic: 11, 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: 0.9, 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: 28, graphic: 2, bone: 18, x_offset: -4.0, y_offset: 1.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 9, 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: false })
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 35, bone: 0, x_offset: 0.0, y_offset: 2.0, z_offset: 2.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.2, 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: true })

SFX

    Other

    1. SoundEffect1(5289)
    2. ScreenShake { magnitude: 1 }
    3. Rumble { unk1: 15, unk2: 0 }
    4. SyncWait(3.0)
    5. RumbleLoop { unk1: 2, unk2: 0 }
    6. AsyncWait(16.0)
    7. LedgeGrabEnable(EnableInFrontAndBehind)
    8. AsyncWait(36.0)
    9. DeleteAllHitBoxes