PM3.02 - Diddy Kong - Subaction - SpecialAirHiJump

| 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 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 |

Stats

IASA: None
Hitboxes active: 1-36
Hitbox set 0 hits: 1
Subaction Index: 0x1ed

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:1-2

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 0 30 120 361 Flame Burn false 1 3
0 1 0 40 120 271 Flame Burn false 1 3
0 2 0 40 120 271 Flame Burn false 1 3

Frames:3-36

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 0 30 120 361 Flame Burn false 1 3

Scripts

Main

  1. BoolVariableSetTrue { variable: RandomAccessBool (0x15) }
  2. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 0 }
  3. LedgeGrabEnable(Disable)
  4. AsyncWait(0.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 6, hitbox_id: 0, set_id: 0, damage: Variable(LongtermAccessInt(Address(91))), trajectory: 361, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 30, size: 6.0, x_offset: 0.0, y_offset: 0.0, 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: Weapon, clang: false, unk5: false, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Variable(LongtermAccessInt(Address(91))), trajectory: 271, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 40, size: 3.8, x_offset: 0.0, y_offset: -5.0, z_offset: 2.0, 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: Weapon, clang: false, unk5: false, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Variable(LongtermAccessInt(Address(91))), trajectory: 271, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 40, size: 3.8, x_offset: 0.0, y_offset: -5.0, z_offset: -2.0, 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: Weapon, clang: false, unk5: false, direct: true, unk6: 0 })
  8. AsyncWait(2.0)
  9. DeleteHitBox(1)
  10. DeleteHitBox(2)
  11. loop 16 times:
    1. UnknownEvent { namespace: 0x6, code: 0x1, unk1: 0x0, arguments: [Value(0), Variable(Variable { memory_type: LongtermAccess, data_type: Int, address: 91 })] }
    2. SyncWait(2.0)
  12. AsyncWait(45.0)
  13. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 1 }
  14. BoolVariableSetFalse { variable: RandomAccessBool (0x15) }
  15. BoolVariableSetTrue { variable: RandomAccessBool(EnableAutoJab) }
  16. DeleteAllHitBoxes

GFX

  1. GraphicEffect(GraphicEffect { graphic: 11, 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: 0.9, 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 })
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 28, graphic: 2, bone: 18, x_offset: -4.0, y_offset: 1.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 9, 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, 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 })
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 35, bone: 0, x_offset: 0.0, y_offset: 2.0, z_offset: 2.0, 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 })

SFX

  1. AsyncWait(1.0)
  2. loop 16 times:
    1. if ((LongtermAccessInt (0x5b) GreaterThan scalar(5)))
      1. IntVariableSubtract { variable: LongtermAccessInt (0x5b), value: 1 }
      2. SyncWait(2.0)

Other

  1. SoundEffect1(5289)
  2. ScreenShake { magnitude: 1 }
  3. Rumble { unk1: 15, unk2: 0 }
  4. SyncWait(3.0)
  5. RumbleLoop { unk1: 2, unk2: 0 }
  6. AsyncWait(16.0)
  7. LedgeGrabEnable(EnableInFrontAndBehind)
  8. AsyncWait(36.0)
  9. DeleteAllHitBoxes