PM3.02 - Peach - Subaction - SpecialAirSEnd_1

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Stats

IASA: 21
Hitboxes active: 1-3
Hitbox set 0 hits: 1
Subaction Index: 0x1d3

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:1-3

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Shieldstun Hitlag Targets
0 0 16 25 83 32 Flame Unknown(64) AD 9 8

Scripts

Main

  1. if ((LongtermAccessInt(CostumeID) Equal scalar(6)))
    1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 7, hitbox_id: 0, set_id: 0, damage: Constant(16.0), trajectory: 32, wdsk: 0, kbg: 83, shield_damage: 0, bkb: 25, size: 7.68, 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: Darkness, unk1: false, sound_level: 2, unk2: false, sound: Unknown(128), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, 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 })
  2. else
    1. if (ButtonHeld value(6))
      1. IfStatementOr (ButtonHeld value(7))
      2. IfStatementOr (ButtonHeld value(8))
      3. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 7, hitbox_id: 0, set_id: 0, damage: Constant(16.0), trajectory: 32, wdsk: 0, kbg: 83, shield_damage: 0, bkb: 25, size: 7.68, 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: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, 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 })
    2. else
      1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 7, hitbox_id: 0, set_id: 0, damage: Constant(16.0), trajectory: 32, wdsk: 0, kbg: 83, shield_damage: 0, bkb: 25, size: 7.68, 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: Flame, unk1: false, sound_level: 2, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Butt, 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 })
  3. AsyncWait(1.0)
  4. AddVelocity { x_vel: Constant(0.0), y_vel: Constant(-0.37) }
  5. AsyncWait(3.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(11.0)
  8. AddVelocity { x_vel: Constant(-0.28), y_vel: Constant(0.0) }
  9. AsyncWait(20.0)
  10. LedgeGrabEnable(EnableInFront)
  11. AllowInterrupts

GFX

  1. if ((LongtermAccessInt(CostumeID) Equal scalar(6)))
    1. GraphicEffect(GraphicEffect { graphic: 127, bone: 7, 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: 1.0, 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. GraphicEffect(GraphicEffect { graphic: 97, bone: 7, 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: 1.6, 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 })
    3. GraphicEffect(GraphicEffect { graphic: 82, bone: 7, 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: 1.7, 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 })
    4. loop 4 times:
      1. GraphicEffect(GraphicEffect { graphic: 97, bone: 7, 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, 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. GraphicEffect(GraphicEffect { graphic: 106, bone: 7, 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: 0.3, 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 })
      3. SyncWait(4.0)
  2. else
    1. if (ButtonHeld value(6))
      1. IfStatementOr (ButtonHeld value(7))
      2. IfStatementOr (ButtonHeld value(8))
      3. ExternalGraphicEffect(ExternalGraphicEffect { file: 13, graphic: 1, bone: 7, 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: 0.9, 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: false })
      4. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 0, bone: 7, 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: 0.9, 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: false })
    2. else
      1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 24, bone: 7, 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: 0.9, 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: false })
      2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 35, bone: 7, 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: 0.9, 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: false })

SFX

  1. if ((LongtermAccessInt(CostumeID) Equal scalar(6)))
    1. SoundEffect1(80)
    2. SoundEffect1(115)
    3. AsyncWait(15.0)
    4. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(127), Bool(true), Bool(true)] }
  2. else
    1. if (ButtonHeld value(6))
      1. IfStatementOr (ButtonHeld value(7))
      2. IfStatementOr (ButtonHeld value(8))
      3. SoundEffectVictory(3936)
    2. else
      1. SoundEffectVictory(78)
      2. SoundEffectVictory(78)

Other

  1. ScreenShake { magnitude: 2 }
  2. Rumble { unk1: 14, unk2: 0 }