P+ - Roy - Subaction - SpecialS1

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Stats

IASA: 30
Hitboxes active: 6-8
Hitbox set 0 hits: 6
Subaction Index: 0x1d6

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 Shield Dmg Shieldstun Hitlag Targets
0 0 5 50 25 60 Slash Unknown(24) AD 0.9 3 4 4
0 1 5 40 25 80 Slash Unknown(24) AD 0.9 3 4 4
0 2 5 40 25 96 Slash Unknown(24) AD 0.9 3 4 4
0 3 4 40 25 85 Normal MagicZap AD 0.9 3 3 3

Scripts

Main

  1. AsyncWait(5.0)
  2. 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: 3, 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 })
  3. 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: 3, 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 })
  4. 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: 3, 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 })
  5. 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: 3, 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 })
  6. AsyncWait(6.0)
  7. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  8. AsyncWait(7.0)
  9. BoolVariableSetTrue { variable: RandomAccessBool(EnableJabLoop) }
  10. AsyncWait(8.0)
  11. DeleteAllHitBoxes
  12. AsyncWait(26.0)
  13. BoolVariableSetFalse { variable: RandomAccessBool (0x11) }
  14. AsyncWait(29.0)
  15. AllowInterrupts

GFX

  1. FlashEffectOverlay { red: 255, green: 0, blue: 0, alpha: 128 }
  2. AsyncWait(3.0)
  3. SetColorOfFlashEffectOverlay { transition_time: 5, red: 255, green: 0, blue: 0, alpha: 0 }
  4. Subroutine(0x2e124)
  5. AsyncWait(5.0)
  6. GraphicEffect(GraphicEffect { graphic: 10, 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: 1.0, 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. AsyncWait(7.0)
  8. RemoveFlashEffect
  9. AsyncWait(11.0)
  10. DeleteSwordGlow { fade_time: 1 }

SFX

  1. SoundEffect1(16552)
  2. AsyncWait(5.0)
  3. SoundEffect1(16705)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(5.0)
  3. Rumble { unk1: 17, unk2: 0 }