PM3.02 - Lucas - Subaction - SpecialAirHi

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Stats

IASA: None
Fully Intangible: 1-2
Hitboxes active: 1, 3-24, 26-27
Hitbox set 0 hits: 1, 3, 26
Subaction Index: 0x1de

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:1

Set ID Dmg WDSK BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 8 20 0 100 365 Electric Shock 0.8 0.5 5 4
0 1 8 20 0 100 365 Electric Shock 0.8 0.5 5 4

Frames:3-13

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Hitlag Mult SDI Mult Rehit Rate Shieldstun Hitlag Targets
0 0 3 20 0 100 365 Normal Unknown(56) MD 0.8 0.4 3 3 3
0 1 3 20 0 100 365 Normal Unknown(56) MD 0.8 0.4 3 3 3

Frames:14-24

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Hitlag Mult SDI Mult Rehit Rate Shieldstun Hitlag Targets
0 0 2 20 0 100 365 Normal Unknown(56) MD 0.8 0.4 3 2 2
0 1 2 20 0 100 365 Normal Unknown(56) MD 0.8 0.4 3 2 2

Frames:26-27

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Hitlag Mult Shieldstun Hitlag Targets
0 0 8 40 135 361 Electric MagicZap AD 2 5 11
0 1 8 40 135 361 Electric MagicZap AD 2 5 11

Scripts

Main

  1. ArticleRemove(2)
  2. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  3. FrameSpeedModifier { multiplier: 1.45, unk: 0 }
  4. CreateHitBox(HitBoxArguments { bone_index: 5, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 365, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 8.2, x_offset: 0.0, y_offset: -1.88, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.8, sdi_mult: 0.5, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: true, unk5: false, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 5, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 365, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 8.2, x_offset: 0.0, y_offset: 2.82, z_offset: -2.82, tripping_rate: 0.0, hitlag_mult: 0.8, sdi_mult: 0.5, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: true, unk5: false, direct: true, unk6: 0 })
  6. SyncWait(1.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(2.0)
  9. ChangeHurtBoxStateAll { state: Normal }
  10. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 365, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 4.5, x_offset: -1.5, y_offset: 5.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.8, sdi_mult: 0.4, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Unknown(56), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: true, unk5: false, direct: true, unk6: 0 }, rehit_rate: 3, angle_flipping: MovementDir, 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 })
  11. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 365, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 6.5, x_offset: 5.5, y_offset: 5.5, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.8, sdi_mult: 0.4, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Unknown(56), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: true, unk5: false, direct: true, unk6: 0 }, rehit_rate: 3, angle_flipping: MovementDir, 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 })
  12. SyncWait(15.0)
  13. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }
  14. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 365, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 4.5, x_offset: -1.5, y_offset: 5.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.8, sdi_mult: 0.4, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Unknown(56), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: true, unk5: false, direct: true, unk6: 0 }, rehit_rate: 3, angle_flipping: MovementDir, 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 })
  15. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 365, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 6.5, x_offset: 5.5, y_offset: 5.5, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.8, sdi_mult: 0.4, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Unknown(56), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: true, unk5: false, direct: true, unk6: 0 }, rehit_rate: 3, angle_flipping: MovementDir, 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 })
  16. SyncWait(15.0)
  17. DeleteAllHitBoxes
  18. SyncWait(1.0)
  19. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 135, shield_damage: 0, bkb: 40, size: 5.25, x_offset: -1.5, y_offset: 5.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 2.0, 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: 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 })
  20. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 135, shield_damage: 0, bkb: 40, size: 7.5, x_offset: 5.5, y_offset: 5.5, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 2.0, 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: 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 })
  21. SyncWait(2.0)
  22. DeleteAllHitBoxes
  23. BoolVariableSetTrue { variable: RandomAccessBool(EnableGlide) }

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 35, bone: 20, x_offset: 0.0, y_offset: -5.0, 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: true })
  2. UnknownEvent { namespace: 0x11, code: 0x19, unk1: 0x0, arguments: [Value(1769481), Value(20), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(1.0), Bool(true)] }
  3. loop Infinite times:
    1. FlashEffectOverlay { red: 128, green: 128, blue: 128, alpha: 80 }
    2. SyncWait(2.0)
    3. FlashEffectOverlay { red: 0, green: 255, blue: 0, alpha: 80 }
    4. SyncWait(2.0)

SFX

  1. AsyncWait(0.0)
  2. SoundEffectStop(5195)
  3. SoundEffect1(80)
  4. AsyncWait(1.0)
  5. SoundEffect1(2071)

Other

  1. ScreenShake { magnitude: 1 }
  2. Rumble { unk1: 15, unk2: 0 }