P+ - Wario - Subaction - ShoulderChargeJump
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Stats
IASA: |
None |
Hitboxes active: |
1-42 |
Hitbox set 0 hits: |
1 |
Subaction Index: |
0x1e8 |
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:1-42
Set |
ID |
Dmg |
BKB |
KBG |
Angle |
Effect |
Sound |
Angle Flip |
Direct |
Remain Grabbed |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
15 |
20 |
100 |
361 |
Normal |
MagicZap |
AD |
false |
true |
8 |
7 |
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Scripts
Main
- CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 427, hitbox_id: 0, set_id: 0, damage: Constant(15.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 4.25, x_offset: -1.0, y_offset: -3.75, z_offset: 3.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: false, 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: true, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
- AsyncWait(30.0)
- EnableInterruptGroup(AirJump)
- AsyncWait(42.0)
- DeleteAllHitBoxes
- BoolVariableSetFalse { variable: RandomAccessBool (0x79) }
GFX
- SoundEffectOther1(4850)
- SoundEffect1(4848)
- if (not(BoolIsTrue RandomAccessBool (0x7a)))
- ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 30, 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: 1.25, 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: false })
- loop 4 times:
- Subroutine(0x28e1c)
SFX
Other
- RumbleLoop { unk1: 2, unk2: 0 }
- BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
- SetOrAddVelocity(SetOrAddVelocity { x_vel: 1.75, y_vel: 2.55, x_set: false, y_set: false })
- BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }