P+ - R.O.B - Subaction - SpecialN

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Stats

IASA: None
Hitboxes active: 25-27
Hitbox set 0 hits: 25
Subaction Index: 0x1ce

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:25-27

Set ID Dmg BKB KBG Angle Effect Sound Clang Direct Shieldstun Hitlag Targets
0 0 7 40 100 361 Flame Burn false false 5 5

Scripts

Main

  1. AsyncWait(1.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  3. AsyncWait(24.0)
  4. BoolVariableSetFalse { variable: RandomAccessBool (0x11) }
  5. UnknownEvent { namespace: 0x12, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: LongtermAccess, data_type: Int, address: 54 }), Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 8836 })] }
  6. UnknownEvent { namespace: 0x12, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: LongtermAccess, data_type: Int, address: 54 }), Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 6779 })] }
  7. BoolVariableSetTrue { variable: RandomAccessBool(EnableGlide) }
  8. CreateHitBox(HitBoxArguments { bone_index: 77, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 40, size: 5.74, x_offset: 1.13, y_offset: 0.0, z_offset: 6.58, 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: Energy, clang: false, unk5: false, direct: false, unk6: 0 })
  9. SyncWait(3.0)
  10. DeleteAllHitBoxes
  11. AsyncWait(29.0)
  12. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }

GFX

  1. AsyncWait(20.0)
  2. GraphicEffect(GraphicEffect { 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: 1.25, 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. AsyncWait(23.0)
  4. if ((LongtermAccessInt(CostumeID) GreaterThanOrEqual scalar(31)))
    1. IfStatementAnd ((LongtermAccessInt(CostumeID) LessThanOrEqual scalar(39)))
    2. Subroutine(0x2f98)
    3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 7, bone: 81, x_offset: 4.0, y_offset: -1.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: -7.5, scale: 1.0, randomize: None, terminate_with_animation: true })
    4. FlashEffectOverlay { red: 96, green: 128, blue: 255, alpha: 80 }
    5. AsyncWait(25.0)
    6. RemoveFlashEffect
    7. FlashEffectLight { red: 192, green: 224, blue: 255, alpha: 160, light_source_x: 75.0, light_source_y: -10.0 }
    8. AsyncWait(30.0)
    9. SetColorOfFlashEffectLight { transition_time: 10, red: 224, green: 255, blue: 255, alpha: 0 }
  5. else
    1. if ((LongtermAccessInt(CostumeID) Equal scalar(30)))
      1. Subroutine(0x2f98)
      2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 7, bone: 81, x_offset: 4.0, y_offset: -1.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: -7.5, scale: 1.0, randomize: None, terminate_with_animation: true })
      3. FlashEffectOverlay { red: 255, green: 0, blue: 0, alpha: 80 }
      4. AsyncWait(25.0)
      5. RemoveFlashEffect
      6. FlashEffectLight { red: 255, green: 0, blue: 0, alpha: 160, light_source_x: 75.0, light_source_y: -10.0 }
      7. AsyncWait(30.0)
      8. SetColorOfFlashEffectLight { transition_time: 10, red: 255, green: 0, blue: 0, alpha: 0 }
    2. else
      1. ExternalGraphicEffect(ExternalGraphicEffect { file: 36, graphic: 11, bone: 81, x_offset: 4.0, y_offset: -1.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: -7.5, scale: 1.0, randomize: None, terminate_with_animation: true })
      2. FlashEffectOverlay { red: 255, green: 96, blue: 128, alpha: 80 }
      3. AsyncWait(25.0)
      4. RemoveFlashEffect
      5. FlashEffectLight { red: 255, green: 192, blue: 224, alpha: 160, light_source_x: 75.0, light_source_y: -10.0 }
      6. AsyncWait(30.0)
      7. SetColorOfFlashEffectLight { transition_time: 10, red: 255, green: 224, blue: 255, alpha: 0 }
  6. AsyncWait(40.0)
  7. RemoveFlashEffect

SFX

    Other

    1. SlopeContourStand { leg_bone_parent: 9 }
    2. AsyncWait(23.0)
    3. Rumble { unk1: 14, unk2: 0 }
    4. AsyncWait(24.0)
    5. ScreenShake { magnitude: 0 }