PM3.02 - Ivysaur - Subaction - AttackHi4

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Stats

IASA: None
Partially Intangible: 6-12
Hitboxes active: 6-12
Hitbox set 0 hits: 6
Subaction Index: 0x5d

Hitboxes

Move staling reduces damage up to 45%. Move staling also reduces final knockback, shieldstun and hitlag because damage is used in their formulas.

Frame:6

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shield Dmg Shieldstun Hitlag Targets
0 0 9 80 150 82 Flower Burn 1.5 10 6 8

Frames:7-12

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shield Dmg Shieldstun Hitlag Targets
0 0 9 80 150 82 Flower Burn 1.5 10 6 8
0 1 12 50 100 70 Grass Burn 1 0 7 6

Scripts

Main

  1. AsyncWait(5.0)
  2. ChangeHurtBoxStateSpecific { bone: 33, state: IntangibleFlashing }
  3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 82, wdsk: 0, kbg: 150, shield_damage: 10, bkb: 80, size: 4.75, x_offset: 0.0, y_offset: 6.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.5, sdi_mult: 1.0, effect: Flower, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Explosive, clang: true, unk5: true, direct: true, unk6: 0 })
  4. SyncWait(1.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(12.0), trajectory: 70, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 50, size: 12.0, x_offset: 0.0, y_offset: 16.5, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Grass, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Explosive, clang: true, unk5: true, direct: true, unk6: 0 })
  6. SyncWait(6.0)
  7. DeleteAllHitBoxes
  8. UnchangeHurtBoxStateSpecific

GFX

  1. AsyncWait(5.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 32, graphic: 1, 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: None, terminate_with_animation: false })
  3. 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: 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 })
  4. Subroutine(0x205c4)
  5. SyncWait(1.0)

SFX

  1. AsyncWait(5.0)
  2. SoundEffectStop(105)
  3. SoundEffect1(2290)
  4. SoundEffect1(168)
  5. SoundEffect1(5631)
  6. SyncWait(1.0)
  7. SyncWait(1.0)
  8. SoundEffect1(5625)

Other

  1. AsyncWait(5.0)
  2. ScreenShake { magnitude: 1 }
  3. Rumble { unk1: 14, unk2: 0 }
  4. AsyncWait(11.0)
  5. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 4 }