PM3.02 - Pit - Subaction - Attack11

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Stats

IASA: 20
Hitboxes active: 5-6
Hitbox set 0 hits: 5
Subaction Index: 0x48

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:5-6

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 10 40 80 Slash Slash 3 3
0 1 3 10 40 80 Slash Slash 3 3
0 2 3 10 40 80 Slash Slash 3 3
0 3 3 10 40 80 Slash Slash 3 3

Scripts

Main

  1. ModelChanger { reference: 1, switch_index: 1, bone_group_index: 0 }
  2. AsyncWait(2.0)
  3. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  4. AsyncWait(4.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 72, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 80, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 10, size: 2.87, x_offset: 0.0, y_offset: 4.04, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 72, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 80, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 10, size: 3.149, x_offset: 0.0, y_offset: 1.13, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 62, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 80, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 10, size: 2.361, 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: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 30, hitbox_id: 3, set_id: 0, damage: Constant(3.0), trajectory: 80, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 10, size: 2.361, 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: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  9. SyncWait(2.0)
  10. DeleteAllHitBoxes
  11. AsyncWait(7.0)
  12. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  13. AsyncWait(19.0)
  14. AllowInterrupts

GFX

  1. AsyncWait(3.0)
  2. SwordGlow(SwordGlow { color: 3, blur_length: 3, point1_bone: 74, point1_x_offset: -0.8, point1_y_offset: 0.0, point1_z_offset: 0.75, point2_bone: 74, point2_x_offset: 1.85, point2_y_offset: 0.0, point2_z_offset: 8.199984, delete_after_subaction: true, graphic_id: 1572865, bone_id: 74, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 90.0, y_rotation: 0.0, z_rotation: 0.0, glow_length: 1.0 })
  3. AsyncWait(4.0)
  4. SoundEffect1(654)
  5. AsyncWait(6.0)
  6. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(2.0)
  2. Subroutine(0x9019d080)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(3.0)
  3. Rumble { unk1: 16, unk2: 0 }