PM3.02 - Lucas - Subaction - SpecialLwHold

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Stats

IASA: None
Hitboxes active: 1-2
Hitbox set 0 hits: 1
Subaction Index: 0x1e2

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 WDSK BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 2 30 0 80 80 Normal MagicZap false 0.4 1.25 2 1
0 1 2 30 0 80 80 Normal MagicZap false 0.4 1.25 2 1

Scripts

Main

  1. loop Infinite times:
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 80, wdsk: 30, kbg: 80, shield_damage: 0, bkb: 0, size: 3.8, x_offset: 0.0, y_offset: 6.3, z_offset: 3.75, tripping_rate: 0.0, hitlag_mult: 0.4, sdi_mult: 1.25, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 80, wdsk: 30, kbg: 80, shield_damage: 0, bkb: 0, size: 4.1, x_offset: 0.0, y_offset: 6.3, z_offset: 9.2, tripping_rate: 0.0, hitlag_mult: 0.4, sdi_mult: 1.25, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 })
    3. SyncWait(2.0)
    4. DeleteAllHitBoxes
    5. SyncWait(8.0)

GFX

  1. FlashEffectLight { red: 80, green: 0, blue: 255, alpha: 115, light_source_x: 0.0, light_source_y: 180.0 }

SFX

    Other

    1. SlopeContourStand { leg_bone_parent: 6 }
    2. RumbleLoop { unk1: 9, unk2: 0 }