PM3.02 - Ness - Subaction - AttackS4S

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Stats

IASA: 44
Hitboxes active: 10-11
Hitbox set 0 hits: 10
Subaction Index: 0x58

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:10-11

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 18 50 70 361 Normal NessBat 10 8
0 1 20 50 70 361 Normal NessBat 10 9
0 2 22 50 70 361 Normal NessBat 11 10
0 3 24 50 75 361 Normal HomeRunBat 12 10

Scripts

Main

  1. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 0 }
  2. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  3. AsyncWait(6.0)
  4. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  5. AsyncWait(7.0)
  6. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  7. AsyncWait(9.0)
  8. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(18.0), trajectory: 361, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 50, size: 2.34, x_offset: 0.0, y_offset: 3.52, z_offset: 5.4, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: NessBat, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: NessBat, clang: true, unk5: true, direct: true, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 59, hitbox_id: 1, set_id: 0, damage: Constant(20.0), trajectory: 361, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 50, size: 2.925, 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: NessBat, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: NessBat, clang: true, unk5: true, direct: true, unk6: 0 })
  10. CreateHitBox(HitBoxArguments { bone_index: 59, hitbox_id: 2, set_id: 0, damage: Constant(22.0), trajectory: 361, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 50, size: 3.13, x_offset: 0.0, y_offset: 4.495, z_offset: 0.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: NessBat, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: NessBat, clang: true, unk5: true, direct: true, unk6: 0 })
  11. CreateHitBox(HitBoxArguments { bone_index: 59, hitbox_id: 3, set_id: 0, damage: Constant(24.0), trajectory: 361, wdsk: 0, kbg: 75, shield_damage: 0, bkb: 50, size: 3.325, x_offset: 0.0, y_offset: 10.38, z_offset: 1.3, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: HomeRunBat, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: NessBat, clang: true, unk5: true, direct: true, unk6: 0 })
  12. AsyncWait(11.0)
  13. DeleteAllHitBoxes
  14. AsyncWait(17.0)
  15. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  16. AsyncWait(38.0)
  17. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 1 }
  18. AsyncWait(43.0)
  19. AllowInterrupts

GFX

  1. AsyncWait(8.0)
  2. GraphicEffect(GraphicEffect { graphic: 33, 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: 0.6, 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(8.0)
  2. SoundEffectStop(191)
  3. SoundEffect1(3655)

Other

  1. SlopeContourStand { leg_bone_parent: 4 }
  2. AsyncWait(4.0)
  3. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 6 }
  4. AsyncWait(7.0)
  5. Rumble { unk1: 17, unk2: 0 }
  6. AsyncWait(10.0)
  7. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 20 }