PM3.02 - Lucas - Subaction - SpecialNFire

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Stats

IASA: None
Fully Intangible: 2-3
Hitboxes active: 3-4
Hitbox set 0 hits: 3
Subaction Index: 0x1d0

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:3-4

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 10 50 100 60 Electric MagicZap false 6 6

Scripts

Main

  1. if ((InternalConstantInt(PreviousAction) NotEqual scalar(279)))
    1. BoolVariableSetFalse { variable: RandomAccessBool (0x6b) }
    2. BoolVariableSetTrue { variable: RandomAccessBool (0x6c) }
    3. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(1769473), Bool(false), Bool(true)] }
    4. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 129, bone: 21, 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: 0.25, randomize: None, terminate_with_animation: true })
    5. AsyncWait(1.0)
    6. ChangeHurtBoxStateAll { state: IntangibleNoFlashing }
    7. AsyncWait(2.0)
    8. CreateHitBox(HitBoxArguments { bone_index: 21, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 60, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 50, size: 10.0, 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: 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 })
    9. AsyncWait(3.0)
    10. ChangeHurtBoxStateAll { state: Normal }
    11. AsyncWait(4.0)
    12. DeleteAllHitBoxes
    13. AsyncWait(16.0)
    14. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(129), Bool(true), Bool(true)] }
  2. else
    1. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(1769473), Bool(false), Bool(true)] }
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 27, graphic: 1, bone: 28, 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: 0.5, randomize: None, terminate_with_animation: false })
    3. ExternalGraphicEffect(ExternalGraphicEffect { file: 27, graphic: 1, bone: 51, 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: 0.5, randomize: None, terminate_with_animation: false })

GFX

  1. FlashEffectOverlay { red: 255, green: 255, blue: 255, alpha: 255 }
  2. SetColorOfFlashEffectOverlay { transition_time: 10, red: 0, green: 0, blue: 0, alpha: 0 }
  3. AsyncWait(10.0)
  4. FlashEffectOverlay { red: 255, green: 255, blue: 255, alpha: 150 }
  5. SetColorOfFlashEffectOverlay { transition_time: 15, red: 0, green: 0, blue: 0, alpha: 0 }
  6. AsyncWait(25.0)
  7. RemoveFlashEffect

SFX

  1. if ((InternalConstantInt(PreviousAction) NotEqual scalar(279)))
    1. Subroutine(0x28544)

Other

  1. SoundEffect1(5209)
  2. AsyncWait(12.0)
  3. Rumble { unk1: 13, unk2: 0 }
  4. AsyncWait(28.0)
  5. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 3 }