PM3.02 - Roy - Subaction - SpecialAirS1

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Stats

IASA: 30
Hitboxes active: 6-8
Hitbox set 0 hits: 6
Subaction Index: 0x1df

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:6-8

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Shield Dmg Shieldstun Hitlag Targets
0 0 5 50 25 60 Slash Unknown(24) AD false 3 4 4
0 1 5 40 25 80 Slash Unknown(24) AD false 3 4 4
0 2 5 40 25 96 Slash Unknown(24) AD false 3 4 4
0 3 4 40 25 85 Normal MagicZap AD false 3 3 4

Scripts

Main

  1. if (BoolIsTrue LongtermAccessInt (0x43))
    1. BoolVariableSetFalse { variable: LongtermAccessInt (0x43) }
    2. ResetVerticalVelocityAndAcceleration(true)
    3. SyncWait(1.0)
    4. ResetVerticalVelocityAndAcceleration(false)
    5. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
    6. AddVelocity { x_vel: Constant(0.0), y_vel: Constant(1.596) }
    7. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
  2. else
    1. ResetVerticalVelocityAndAcceleration(true)
    2. SyncWait(1.0)
    3. ResetVerticalVelocityAndAcceleration(false)
    4. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
    5. AddVelocity { x_vel: Constant(0.0), y_vel: Constant(0.396) }
    6. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
  3. AsyncWait(5.0)
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 34, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 60, wdsk: 0, kbg: 25, shield_damage: 3, bkb: 50, size: 2.4, 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: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, 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 })
  5. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 61, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 80, wdsk: 0, kbg: 25, shield_damage: 3, bkb: 40, size: 3.0, 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: Slash, unk1: false, sound_level: 0, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, 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 })
  6. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 65, hitbox_id: 2, set_id: 0, damage: Constant(5.0), trajectory: 96, wdsk: 0, kbg: 25, shield_damage: 3, bkb: 40, size: 4.25, x_offset: 0.0, y_offset: 0.0, z_offset: 2.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, 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 })
  7. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 65, hitbox_id: 3, set_id: 0, damage: Constant(4.0), trajectory: 85, wdsk: 0, kbg: 25, shield_damage: 3, bkb: 40, size: 3.5, x_offset: 0.0, y_offset: 0.0, z_offset: 9.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, 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 })
  8. AsyncWait(6.0)
  9. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  10. AsyncWait(7.0)
  11. BoolVariableSetTrue { variable: RandomAccessBool(EnableJabLoop) }
  12. AsyncWait(8.0)
  13. DeleteAllHitBoxes
  14. AsyncWait(26.0)
  15. BoolVariableSetFalse { variable: RandomAccessBool (0x11) }
  16. AsyncWait(29.0)
  17. AllowInterrupts

GFX

  1. Goto(SpecialS1 GFX 0x32464)

SFX

  1. Goto(SpecialS1 SFX 0x13058)

Other

  1. Goto(SpecialS1 Other 0x5e70)