P+ - Kirby - Subaction - SpecialNEnd_11

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Stats

IASA: None
Hitboxes active: 5-10
Hitbox set 0 hits: 5
Subaction Index: 0x29d

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:5-10

Set ID Dmg BKB KBG Angle Effect Sound Clang Shield Dmg Shieldstun Hitlag Targets
0 0 28 30 100 361 Slash Burn false 60 14 12
0 1 28 30 100 361 Slash Slash false 60 14 12
0 2 28 34 100 361 Slash Slash false 60 14 12
0 3 28 34 100 361 Slash Slash false 60 14 12
0 4 28 40 100 361 Slash Burn false 60 14 12

Scripts

Main

  1. if ((LongtermAccessInt (0x48) Equal scalar(39)))
    1. AsyncWait(8.0)
    2. AddDamage(10.0)
    3. CreateHitBox(HitBoxArguments { bone_index: 440, hitbox_id: 0, set_id: 0, damage: Constant(50.0), trajectory: 361, wdsk: 0, kbg: 83, shield_damage: 30, bkb: 50, size: 2.5, x_offset: 0.0, y_offset: 5.0, 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: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
    4. CreateHitBox(HitBoxArguments { bone_index: 440, hitbox_id: 1, set_id: 0, damage: Constant(50.0), trajectory: 361, wdsk: 0, kbg: 83, shield_damage: 30, bkb: 50, size: 2.75, 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: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
    5. CreateHitBox(HitBoxArguments { bone_index: 438, hitbox_id: 2, set_id: 0, damage: Constant(50.0), trajectory: 361, wdsk: 0, kbg: 83, shield_damage: 30, bkb: 50, size: 6.0, x_offset: -1.5, y_offset: 0.0, z_offset: -0.75, 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: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
    6. CreateHitBox(HitBoxArguments { bone_index: 400, hitbox_id: 3, set_id: 0, damage: Constant(50.0), trajectory: 361, wdsk: 0, kbg: 83, shield_damage: 30, bkb: 50, size: 12.0, x_offset: 0.0, y_offset: 4.0, z_offset: 19.0, 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: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
    7. CreateHitBox(HitBoxArguments { bone_index: 440, hitbox_id: 4, set_id: 0, damage: Constant(50.0), trajectory: 361, wdsk: 0, kbg: 83, shield_damage: 30, bkb: 50, size: 2.5, x_offset: 0.0, y_offset: 10.0, 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: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  2. else
    1. AsyncWait(4.0)
    2. CreateHitBox(HitBoxArguments { bone_index: 440, hitbox_id: 0, set_id: 0, damage: Constant(28.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 60, bkb: 30, size: 2.5, x_offset: 0.0, y_offset: 5.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 440, hitbox_id: 1, set_id: 0, damage: Constant(28.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 60, bkb: 30, size: 2.75, 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: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
    4. CreateHitBox(HitBoxArguments { bone_index: 438, hitbox_id: 2, set_id: 0, damage: Constant(28.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 60, bkb: 34, size: 3.0, x_offset: -1.5, y_offset: 0.0, z_offset: -0.75, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
    5. CreateHitBox(HitBoxArguments { bone_index: 438, hitbox_id: 3, set_id: 0, damage: Constant(28.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 60, bkb: 34, size: 3.0, x_offset: -5.0, y_offset: 0.0, z_offset: -2.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
    6. CreateHitBox(HitBoxArguments { bone_index: 440, hitbox_id: 4, set_id: 0, damage: Constant(28.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 60, bkb: 40, size: 2.5, x_offset: 0.0, y_offset: 8.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  3. SyncWait(6.0)
  4. DeleteAllHitBoxes
  5. AsyncWait(38.0)
  6. AllowInterrupts

GFX

  1. AsyncWait(2.0)
  2. GraphicEffect(GraphicEffect { graphic: 40, bone: 400, 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: 1.2, 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 })
  3. if ((LongtermAccessInt (0x48) Equal scalar(39)))
    1. SwordGlow(SwordGlow { color: 137, blur_length: 8, point1_bone: 440, point1_x_offset: 0.0, point1_y_offset: 1.6, point1_z_offset: 0.0, point2_bone: 440, point2_x_offset: 0.0, point2_y_offset: 14.75, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 0, bone_id: 400, 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 })
    2. loop 2 times:
      1. Subroutine(0x3edc0)
  4. else
    1. SwordGlow(SwordGlow { color: 133, blur_length: 4, point1_bone: 440, point1_x_offset: 0.0, point1_y_offset: 1.6, point1_z_offset: 0.0, point2_bone: 440, point2_x_offset: 0.0, point2_y_offset: 10.75, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 0, bone_id: 400, 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 })
    2. loop 2 times:
      1. ExternalGraphicEffect(ExternalGraphicEffect { file: 276, graphic: 2, bone: 440, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 90.0, z_rotation: -90.0, scale: 1.0, randomize: None, terminate_with_animation: true })
      2. ExternalGraphicEffect(ExternalGraphicEffect { file: 276, graphic: 2, bone: 440, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 90.0, z_rotation: -90.0, 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: true })
      3. SyncWait(1.0)
      4. ExternalGraphicEffect(ExternalGraphicEffect { file: 276, graphic: 2, bone: 440, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 90.0, z_rotation: -90.0, 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: true })
      5. SyncWait(1.0)
      6. ExternalGraphicEffect(ExternalGraphicEffect { file: 276, graphic: 2, bone: 440, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 90.0, z_rotation: -90.0, 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: true })
      7. SyncWait(1.0)
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 40, bone: 400, x_offset: 8.0, 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: true })
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 9, bone: 400, x_offset: 12.0, 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: true })
  7. if ((LongtermAccessInt (0x48) Equal scalar(39)))
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 77, bone: 400, x_offset: 19.0, y_offset: 5.0, z_offset: 0.0, 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 })
  8. else
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 125, bone: 440, x_offset: 0.0, y_offset: 10.0, 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: true })
  9. AsyncWait(14.0)
  10. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(4.0)
  2. if ((LongtermAccessInt (0x48) Equal scalar(39)))
    1. SoundEffect1(1208)
    2. AsyncWait(8.0)
    3. SoundEffect1(81)
    4. SoundEffect1(81)
    5. SoundEffect1(169)
    6. ScreenShake { magnitude: 2 }
  3. else
    1. SoundEffect1(168)
    2. SoundEffect1(169)
    3. SoundEffect1(6893)
    4. SoundEffect1(6896)
    5. SyncWait(8.0)
    6. SoundEffect1(160)
    7. ScreenShake { magnitude: 1 }

Other

  1. ItemVisibility(false)
  2. AsyncWait(2.0)
  3. Rumble { unk1: 19, unk2: 0 }