P+ - Ivysaur - Subaction - SpecialLwBeam

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Stats

IASA: None
Fully Invincible: 17-41
Hitboxes active: 20-41
Hitbox set 0 hits: 20
Subaction Index: 0x3d

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:20-28

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Direct Hitlag Mult SDI Mult Absorbable Shieldstun Hitlag Targets
0 0 22 50 89 55 Electric Unknown(128) AD false false 1.5 0.1 true 11 15

Frames:29-41

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Direct Hitlag Mult SDI Mult Absorbable Shieldstun Hitlag Targets
0 0 19 50 89 55 Electric Unknown(128) AD false false 1.5 0.1 true 10 13

Scripts

Main

  1. if ((LongtermAccessInt (0x5b) LessThanOrEqual scalar(0)))
    1. FloatVariableSet { variable: LongtermAccessFloat (0x1b), value: 0 }
  2. else
    1. IntVariableSubtract { variable: LongtermAccessInt (0x42), value: 60 }
  3. AsyncWait(16.0)
  4. ChangeHurtBoxStateAll { state: Invincible }
  5. AsyncWait(19.0)
  6. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 53, hitbox_id: 0, set_id: 0, damage: Constant(22.0), trajectory: 55, wdsk: 0, kbg: 89, shield_damage: 0, bkb: 50, size: 1.2, x_offset: 0.0, y_offset: 830.9, z_offset: 990.0, tripping_rate: 0.0, hitlag_mult: 1.5, sdi_mult: 0.1, effect: Electric, unk1: false, sound_level: 3, unk2: false, sound: Unknown(128), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: false, unk5: true, direct: false, 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: true, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  7. AsyncWait(28.0)
  8. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 53, hitbox_id: 0, set_id: 0, damage: Constant(19.0), trajectory: 55, wdsk: 0, kbg: 89, shield_damage: 0, bkb: 50, size: 0.6, x_offset: 0.0, y_offset: 830.9, z_offset: 990.0, tripping_rate: 0.0, hitlag_mult: 1.5, sdi_mult: 0.1, effect: Electric, unk1: false, sound_level: 3, unk2: false, sound: Unknown(128), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: false, unk5: true, direct: false, 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: true, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  9. AsyncWait(41.0)
  10. ChangeHurtBoxStateAll { state: Normal }
  11. DeleteAllHitBoxes
  12. FrameSpeedModifier { multiplier: 0.6, unk: 0 }

GFX

  1. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(132), Bool(false), Bool(false)] }
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 132, bone: 53, x_offset: 0.0, y_offset: -1.25, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.3, randomize: None, terminate_with_animation: true })
  3. AsyncWait(16.0)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 32, graphic: 16, bone: 53, x_offset: 0.0, y_offset: 0.5, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: -40.0, scale: 1.0, randomize: None, terminate_with_animation: true })
  5. AsyncWait(19.0)
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 29, bone: 53, 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: 1.75, randomize: None, terminate_with_animation: false })
  7. loop 5 times:
    1. FlashEffectOverlay { red: 221, green: 240, blue: 255, alpha: 100 }
    2. SyncWait(3.0)
    3. RemoveFlashEffect
    4. SyncWait(3.0)
  8. AsyncWait(41.0)
  9. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(132), Bool(false), Bool(false)] }

SFX

  1. AsyncWait(6.0)
  2. SoundEffectTransient(218)
  3. SoundEffectTransient(218)
  4. AsyncWait(19.0)
  5. SoundEffect1(2268)
  6. SoundEffect1(172)
  7. SoundEffect1(78)

Other

  1. AsyncWait(17.0)
  2. SetVelocity { x_vel: -0.75, y_vel: 0.0 }
  3. AsyncWait(19.0)
  4. Rumble { unk1: 14, unk2: 30 }
  5. ScreenShake { magnitude: 2 }
  6. AsyncWait(41.0)
  7. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 4 }