PM3.02 - Lucas - Subaction - AttackHi3

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Stats

IASA: 31
Hitboxes active: 7-12
Hitbox set 0 hits: 7
Subaction Index: 0x54

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:7-8

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 10 55 100 93 Normal Kick true 6 6
0 1 10 55 100 90 Electric MagicZap false 6 6
0 2 10 55 100 90 Electric MagicZap false 6 6

Frames:9-12

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 8 55 100 95 Normal Kick true 5 5
0 1 8 55 100 95 Electric MagicZap false 5 5
0 2 8 55 100 95 Electric MagicZap false 5 5

Scripts

Main

  1. AsyncWait(3.0)
  2. AsyncWait(6.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 21, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 93, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 55, size: 2.75, 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: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 14, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 90, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 55, size: 3.5, x_offset: 0.0, y_offset: 1.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: false, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 14, hitbox_id: 2, set_id: 0, damage: Constant(10.0), trajectory: 90, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 55, size: 3.5, x_offset: 0.0, y_offset: 4.5, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: false, unk5: true, direct: true, unk6: 0 })
  6. AsyncWait(8.0)
  7. CreateHitBox(HitBoxArguments { bone_index: 21, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 95, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 55, size: 2.25, 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: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 14, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 95, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 55, size: 3.5, x_offset: 0.0, y_offset: 1.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: false, unk5: true, direct: true, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 14, hitbox_id: 2, set_id: 0, damage: Constant(8.0), trajectory: 95, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 55, size: 4.1, x_offset: 0.0, y_offset: 4.5, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: false, unk5: true, direct: true, unk6: 0 })
  10. AsyncWait(12.0)
  11. DeleteAllHitBoxes
  12. AsyncWait(30.0)
  13. AllowInterrupts

GFX

  1. AsyncWait(6.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 27, graphic: 2, bone: 64, 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: 0.45, randomize: None, terminate_with_animation: false })
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 17, bone: 64, 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: 0.75, randomize: None, terminate_with_animation: false })
  4. SwordGlow(SwordGlow { color: 7, blur_length: 3, point1_bone: 14, point1_x_offset: 0.0, point1_y_offset: 3.25, point1_z_offset: 0.0, point2_bone: 14, point2_x_offset: 0.0, point2_y_offset: 4.25, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 0, bone_id: 14, x_offset: 0.0, y_offset: 1.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, glow_length: 3.0 })
  5. AsyncWait(8.0)
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 106, bone: 0, x_offset: 2.0, y_offset: 24.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.0, randomize: None, terminate_with_animation: true })
  7. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 17, bone: 64, 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: 0.55, randomize: None, terminate_with_animation: false })
  8. AsyncWait(12.0)
  9. DeleteSwordGlow { fade_time: 0 }
  10. AsyncWait(25.0)
  11. GraphicEffect(GraphicEffect { graphic: 8, 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: 0.45, 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(6.0)
  2. SoundEffect1(5132)
  3. SyncWait(23.0)
  4. SoundEffect1(5178)

Other

  1. AsyncWait(4.0)
  2. Rumble { unk1: 17, unk2: 0 }
  3. AsyncWait(25.0)
  4. SlopeContourStand { leg_bone_parent: 6 }