P+ - Roy - Subaction - SpecialAirS1
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1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
21 |
22 |
23 |
24 |
25 |
26 |
27 |
28 |
29 |
30 |
Stats
IASA: |
30 |
Hitboxes active: |
6-8 |
Hitbox set 0 hits: |
6 |
Subaction Index: |
0x1df |
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:6-8
Set |
ID |
Dmg |
BKB |
KBG |
Angle |
Effect |
Sound |
Angle Flip |
Hitlag Mult |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
5 |
50 |
25 |
60 |
Slash |
Unknown(24) |
AD |
0.9 |
4 |
4 |
|
0 |
1 |
5 |
40 |
25 |
80 |
Slash |
Unknown(24) |
AD |
0.9 |
4 |
4 |
|
0 |
2 |
5 |
40 |
25 |
96 |
Slash |
Unknown(24) |
AD |
0.9 |
4 |
4 |
|
0 |
3 |
4 |
40 |
25 |
85 |
Normal |
MagicZap |
AD |
0.9 |
3 |
3 |
|
Scripts
Main
- if (BoolIsTrue LongtermAccessBool (0x73))
- BoolVariableSetFalse { variable: LongtermAccessBool (0x73) }
- ResetVerticalVelocityAndAcceleration(true)
- ResetVerticalVelocityAndAcceleration(false)
- BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
- AddVelocity { x_vel: Constant(0.0), y_vel: Constant(1.2) }
- BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
- else
- ResetVerticalVelocityAndAcceleration(true)
- ResetVerticalVelocityAndAcceleration(false)
- AsyncWait(5.0)
- CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 65, hitbox_id: 2, set_id: 0, damage: Constant(5.0), trajectory: 96, wdsk: 0, kbg: 25, shield_damage: 0, bkb: 40, size: 3.91, x_offset: 0.0, y_offset: 0.0, z_offset: 2.32, tripping_rate: 0.0, hitlag_mult: 0.9, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, 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: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
- CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 61, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 80, wdsk: 0, kbg: 25, shield_damage: 0, bkb: 40, size: 3.13, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.9, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, 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: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
- CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 34, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 60, wdsk: 0, kbg: 25, shield_damage: 0, bkb: 50, size: 2.34, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.9, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, 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: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
- CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 65, hitbox_id: 3, set_id: 0, damage: Constant(4.0), trajectory: 85, wdsk: 0, kbg: 25, shield_damage: 0, bkb: 40, size: 3.91, x_offset: 0.0, y_offset: 0.0, z_offset: 7.7, tripping_rate: 0.0, hitlag_mult: 0.9, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, 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: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
- AsyncWait(6.0)
- BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
- AsyncWait(7.0)
- BoolVariableSetTrue { variable: RandomAccessBool(EnableJabLoop) }
- AsyncWait(8.0)
- DeleteAllHitBoxes
- AsyncWait(26.0)
- BoolVariableSetFalse { variable: RandomAccessBool (0x11) }
- AsyncWait(29.0)
- AllowInterrupts
GFX
- Goto(SpecialS1 GFX 0x32464)
SFX
- Goto(SpecialS1 SFX 0x13058)
Other
- Goto(SpecialS1 Other 0x5e70)