PM3.02 - Roy - Subaction - AttackHi4

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 |

Stats

IASA: 38
Hitboxes active: 7-16
Hitbox set 0 hits: 7, 9, 11, 13, 15
Subaction Index: 0x5d

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:7-14

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 120 100 0 98 Flame Burn 2 3
0 1 2 120 100 0 98 Flame Burn 2 3
0 2 2 120 100 0 619 Flame Burn 2 3

Frames:15-16

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 12 73 80 90 Flame Burn 7 6
0 1 12 73 80 90 Flame Burn 7 6
0 2 12 73 80 90 Flame Burn 7 6

Scripts

Main

  1. AsyncWait(6.0)
  2. loop 4 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 98, wdsk: 120, kbg: 0, shield_damage: 0, bkb: 100, size: 6.0, x_offset: 0.0, y_offset: 8.5, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 98, wdsk: 120, kbg: 0, shield_damage: 0, bkb: 100, size: 6.0, 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: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 619, wdsk: 120, kbg: 0, shield_damage: 0, bkb: 100, size: 6.0, x_offset: 0.0, y_offset: 0.0, z_offset: 7.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
    4. SyncWait(2.0)
    5. DeleteAllHitBoxes
  3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 90, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 73, size: 6.0, x_offset: 0.0, y_offset: 4.0, 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: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 1, set_id: 0, damage: Constant(12.0), trajectory: 90, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 73, size: 6.0, 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: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 2, set_id: 0, damage: Constant(12.0), trajectory: 90, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 73, size: 7.0, x_offset: 0.0, y_offset: 0.0, z_offset: 6.0, 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: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  6. SyncWait(2.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(37.0)
  9. AllowInterrupts

GFX

  1. AsyncWait(3.0)
  2. SwordGlow(SwordGlow { color: 20, blur_length: 4, point1_bone: 65, point1_x_offset: 0.0, point1_y_offset: 0.0, point1_z_offset: 2.79, point2_bone: 65, point2_x_offset: 0.0, point2_y_offset: 0.0, point2_z_offset: 11.75, delete_after_subaction: true, graphic_id: 14548993, bone_id: 65, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, glow_length: 1.0 })
  3. SwordGlow(SwordGlow { color: 20, blur_length: 4, point1_bone: 65, point1_x_offset: 0.0, point1_y_offset: 0.0, point1_z_offset: 0.0, point2_bone: 65, point2_x_offset: 0.0, point2_y_offset: 0.0, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 14548993, bone_id: 65, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, glow_length: 1.0 })
  4. GraphicEffect(GraphicEffect { graphic: 41, 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: 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(6.0)
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 65, bone: 65, x_offset: 2.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.5, randomize: None, terminate_with_animation: true })
  7. SyncWait(2.0)
  8. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 65, bone: 65, x_offset: 5.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.5, randomize: None, terminate_with_animation: true })
  9. SyncWait(2.0)
  10. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 65, bone: 65, x_offset: 8.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.5, randomize: None, terminate_with_animation: true })
  11. SyncWait(2.0)
  12. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 65, bone: 65, x_offset: 11.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.5, randomize: None, terminate_with_animation: true })
  13. AsyncWait(30.0)
  14. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(4.0)
  2. SoundEffectStop(105)
  3. Subroutine(0x28104)
  4. SoundEffect1(169)
  5. SyncWait(1.0)
  6. SoundEffect1(9770)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(5.0)
  3. Rumble { unk1: 18, unk2: 0 }
  4. AestheticWindEffect(AestheticWindEffect { unk1: 0, unk2: 1.0, stength: 80.0, speed: 300.0, size: 0.8, unk3: 0.0, unk4: 12.0, unk5: 24.0, unk6: 24.0, unk7: 24.0, unk8: 80 })
  5. AsyncWait(18.0)
  6. EndAestheticWindEffect { unk: 0 }