P+ - Ivysaur - Subaction - AttackHi4

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Stats

IASA: None
Partially Intangible: 6-12
Hitboxes active: 6-12
Hitbox set 0 hits: 6
Subaction Index: 0x5d

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:6

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shieldstun Hitlag Targets
0 0 9 80 150 82 Flower Unknown(64) 1.5 6 8

Frames:7-12

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shieldstun Hitlag Targets
0 0 9 80 150 82 Flower Unknown(64) 1.5 6 8
0 2 12 50 100 70 Grass Burn 1 7 6

Scripts

Main

  1. AsyncWait(5.0)
  2. ChangeHurtBoxStateSpecific { bone: 33, state: IntangibleFlashing }
  3. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 82, wdsk: 0, kbg: 150, shield_damage: 0, bkb: 80, size: 4.75, x_offset: 0.0, y_offset: 6.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.5, sdi_mult: 1.0, effect: Flower, unk1: false, sound_level: 2, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Explosive, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: false, can_hit5: false, can_hit6: false, can_hit7: false, can_hit8: false, can_hit9: false, can_hit10: true, can_hit11: true, can_hit12: false, can_hit13: false, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(9.0), trajectory: 82, wdsk: 0, kbg: 150, shield_damage: 0, bkb: 80, size: 4.75, x_offset: 0.0, y_offset: 6.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.5, sdi_mult: 1.0, effect: Flower, unk1: false, sound_level: 2, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Explosive, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: false, can_hit2: false, can_hit3: false, can_hit4: false, can_hit5: false, can_hit6: false, can_hit7: false, can_hit8: false, can_hit9: false, can_hit10: false, can_hit11: false, can_hit12: true, can_hit13: false, enabled: false, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  5. SyncWait(1.0)
  6. if ((LongtermAccessInt(CostumeID) GreaterThanOrEqual scalar(30)))
    1. IfStatementAnd ((LongtermAccessInt(CostumeID) LessThanOrEqual scalar(39)))
    2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(12.0), trajectory: 70, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 50, size: 12.0, x_offset: 0.0, y_offset: 16.5, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Darkness, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Explosive, clang: true, unk5: true, direct: true, unk6: 0 })
  7. else
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(12.0), trajectory: 70, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 50, size: 12.0, x_offset: 0.0, y_offset: 16.5, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Grass, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Explosive, clang: true, unk5: true, direct: true, unk6: 0 })
  8. SyncWait(6.0)
  9. DeleteAllHitBoxes
  10. UnchangeHurtBoxStateSpecific

GFX

  1. AsyncWait(5.0)
  2. if ((LongtermAccessInt(CostumeID) Equal scalar(3)))
    1. IfStatementOr ((LongtermAccessInt(CostumeID) Equal scalar(5)))
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 32, graphic: 21, 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: None, terminate_with_animation: false })
  3. else
    1. if ((LongtermAccessInt(CostumeID) Equal scalar(1)))
      1. IfStatementOr ((LongtermAccessInt(CostumeID) Equal scalar(6)))
      2. IfStatementOr ((LongtermAccessInt(CostumeID) Equal scalar(13)))
      3. ExternalGraphicEffect(ExternalGraphicEffect { file: 32, graphic: 22, 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: None, terminate_with_animation: false })
    2. else
      1. if ((LongtermAccessInt(CostumeID) GreaterThanOrEqual scalar(30)))
        1. IfStatementAnd ((LongtermAccessInt(CostumeID) LessThanOrEqual scalar(39)))
        2. if ((LongtermAccessInt(CostumeID) Equal scalar(32)))
          1. ExternalGraphicEffect(ExternalGraphicEffect { file: 32, graphic: 37, 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: None, terminate_with_animation: false })
        3. else
          1. if ((LongtermAccessInt(CostumeID) Equal scalar(33)))
            1. ExternalGraphicEffect(ExternalGraphicEffect { file: 32, graphic: 38, 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: None, terminate_with_animation: false })
          2. else
            1. if ((LongtermAccessInt(CostumeID) Equal scalar(34)))
              1. ExternalGraphicEffect(ExternalGraphicEffect { file: 32, graphic: 39, 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: None, terminate_with_animation: false })
            2. else
              1. ExternalGraphicEffect(ExternalGraphicEffect { file: 32, graphic: 27, 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: None, terminate_with_animation: false })
      2. else
        1. ExternalGraphicEffect(ExternalGraphicEffect { file: 32, graphic: 1, 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: None, terminate_with_animation: false })
  4. 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: 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 })
  5. FloatVariableSet { variable: RandomAccessFloat (0x5), value: 8 }
  6. loop 7 times:
    1. Subroutine(0x12348)
    2. SyncWait(1.0)

SFX

  1. AsyncWait(5.0)
  2. SoundEffectStop(105)
  3. SoundVoiceLow
  4. SoundEffect1(58)
  5. SoundEffect1(5631)
  6. SoundEffect1(5625)

Other

  1. AsyncWait(5.0)
  2. ScreenShake { magnitude: 1 }
  3. Rumble { unk1: 14, unk2: 0 }
  4. AsyncWait(11.0)
  5. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 4 }