P+ - Ivysaur - Subaction - SpecialLwStart

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Stats

IASA: None
Hitboxes active: 2-3
Hitbox set 0 hits: 2
Subaction Index: 0x1cf

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:2-3

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Direct Hitlag Mult SDI Mult Shieldable Freeze frame disable Flinchless Shieldstun Hitlag Targets
0 0 4 50 0 148 361 Normal Unique false false 0 0 false true true 3 0
0 1 2 50 0 125 361 Normal Unique false false 0 0 false true true 2 0
0 2 0 40 0 90 361 Normal Unique false false 0 0 true true true 1 0

Scripts

Main

  1. Goto(SpecialLwStartAir Main 0x20874)

GFX

  1. FlashEffectOverlay { red: 255, green: 255, blue: 190, alpha: 150 }
  2. if ((LongtermAccessInt(CostumeID) GreaterThanOrEqual scalar(30)))
    1. IfStatementAnd ((LongtermAccessInt(CostumeID) LessThanOrEqual scalar(39)))
    2. FlashEffectLight { red: 180, green: 30, blue: 180, alpha: 255, light_source_x: -70.0, light_source_y: 90.0 }
  3. else
    1. FlashEffectLight { red: 0, green: 180, blue: 30, alpha: 255, light_source_x: -70.0, light_source_y: 90.0 }
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 29, bone: 0, x_offset: 0.0, y_offset: 6.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.5, randomize: None, terminate_with_animation: false })
  5. SyncWait(3.0)
  6. RemoveFlashEffect
  7. AsyncWait(5.0)
  8. if ((LongtermAccessInt(CostumeID) GreaterThanOrEqual scalar(30)))
    1. IfStatementAnd ((LongtermAccessInt(CostumeID) LessThanOrEqual scalar(39)))
    2. FlashEffectOverlay { red: 147, green: 82, blue: 254, alpha: 0 }
    3. SetColorOfFlashEffectOverlay { transition_time: 7, red: 147, green: 82, blue: 254, alpha: 70 }
  9. else
    1. FlashEffectOverlay { red: 147, green: 254, blue: 82, alpha: 0 }
    2. SetColorOfFlashEffectOverlay { transition_time: 7, red: 147, green: 254, blue: 82, alpha: 70 }

SFX

  1. Goto(SpecialLwStartAir SFX 0xf928)

Other

  1. SlopeContourStand { leg_bone_parent: 1 }
  2. AsyncWait(2.0)
  3. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 3 }