PM3.02 - Pit - Subaction - SpecialHiStart

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Stats

IASA: None
Fully Intangible: 1-5
Hitboxes active: 5-15
Hitbox set 0 hits: 5
Hitbox set 1 hits: 10
Subaction Index: 0x1e4

Hitboxes

Move staling reduces damage up to 45%. Move staling also reduces final knockback, shieldstun and hitlag because damage is used in their formulas.

Frame:5

Set ID Dmg WDSK BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 3 115 0 100 105 Unknown(13) MagicZap 0.7 0.4 3 2

Frames:6-7

Set ID Dmg WDSK BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 3 115 0 100 105 Unknown(13) MagicZap 0.7 0.4 3 2

Frames:8-9

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shieldstun Hitlag Targets
0 0 8 65 90 102 Unknown(13) MagicZap 1.2 5 6

Frames:10-15

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
1 0 7 60 110 75 Unknown(13) MagicZap 5 5

Scripts

Main

  1. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  2. AsyncWait(4.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 33, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 105, wdsk: 115, kbg: 100, shield_damage: 0, bkb: 0, size: 6.0, x_offset: 3.0, y_offset: 0.0, z_offset: -0.9984, tripping_rate: 0.0, hitlag_mult: 0.7, sdi_mult: 0.4, effect: Unknown(13), unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  4. SyncWait(1.0)
  5. ChangeHurtBoxStateAll { state: Normal }
  6. ChangeHitBoxSize { hitbox_id: 0, new_size: 0 }
  7. AsyncWait(7.0)
  8. CreateHitBox(HitBoxArguments { bone_index: 33, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 102, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 65, size: 5.0, x_offset: 3.0, y_offset: 0.0, z_offset: -0.9984, tripping_rate: 0.0, hitlag_mult: 1.2, sdi_mult: 1.0, effect: Unknown(13), unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  9. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  10. AsyncWait(9.0)
  11. CreateHitBox(HitBoxArguments { bone_index: 33, hitbox_id: 0, set_id: 1, damage: Constant(7.0), trajectory: 75, wdsk: 0, kbg: 110, shield_damage: 0, bkb: 60, size: 6.0, x_offset: 3.0, y_offset: 0.0, z_offset: -0.9984, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Unknown(13), unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  12. SyncWait(6.0)
  13. DeleteAllHitBoxes

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 7, 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: 0.9, 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: 7, 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: 0.9, 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 })
  3. AsyncWait(5.0)
  4. GraphicEffect(GraphicEffect { graphic: 125, bone: 12, x_offset: 1.5, y_offset: 4.0, 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 })
  5. AsyncWait(9.0)
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 24, graphic: 16, bone: 44, 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, randomize: None, terminate_with_animation: true })
  7. SyncWait(3.0)
  8. GraphicEffect(GraphicEffect { graphic: 44, bone: 45, x_offset: 0.0, y_offset: 4.5, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.25, 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. SoundEffect1(668)
  2. SyncWait(6.0)
  3. SoundEffect1(630)
  4. SoundEffect1(669)
  5. SoundEffect1(114)
  6. SoundEffect1(633)
  7. SyncWait(3.0)
  8. SoundEffect1(609)

Other

  1. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 0 }
  2. ModelChanger { reference: 1, switch_index: 1, bone_group_index: 2 }
  3. SlopeContourStand { leg_bone_parent: 6 }
  4. AsyncWait(6.0)
  5. SlopeContourStand { leg_bone_parent: 0 }