PM3.02 - R.O.B - Subaction - SpecialAirN
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1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
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17 |
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20 |
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24 |
25 |
26 |
27 |
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29 |
30 |
31 |
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33 |
34 |
35 |
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37 |
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39 |
40 |
Stats
IASA: |
None |
Hitboxes active: |
25-27 |
Hitbox set 0 hits: |
25 |
Subaction Index: |
0x1cf |
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:25-27
Set |
ID |
Dmg |
BKB |
KBG |
Angle |
Effect |
Sound |
Clang |
Direct |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
7 |
40 |
100 |
361 |
Flame |
Burn |
false |
false |
5 |
5 |
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Scripts
Main
- AsyncWait(1.0)
- BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
- AsyncWait(24.0)
- BoolVariableSetFalse { variable: RandomAccessBool (0x11) }
- BoolVariableSetTrue { variable: RandomAccessBool(EnableGlide) }
- CreateHitBox(HitBoxArguments { bone_index: 77, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 40, size: 5.74, x_offset: 1.13, y_offset: 0.0, z_offset: 6.58, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: false, unk5: false, direct: false, unk6: 0 })
- SyncWait(3.0)
- DeleteAllHitBoxes
- AsyncWait(29.0)
- BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }
GFX
- Goto(SpecialN GFX 0xc488)
SFX
Other
- SlopeContourStand { leg_bone_parent: 9 }
- AsyncWait(23.0)
- Rumble { unk1: 14, unk2: 0 }
- AsyncWait(24.0)
- ScreenShake { magnitude: 0 }