PM3.02 - Roy - Subaction - SpecialS2Lw

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Stats

IASA: 41
Hitboxes active: 15-16
Hitbox set 0 hits: 15
Subaction Index: 0x1d8

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:15-16

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Shield Dmg Shieldstun Hitlag Targets
0 0 6 40 35 35 Slash Unknown(24) AD false 1 4 4
0 1 6 40 60 56 Slash Unknown(24) AD false 1 4 4
0 2 6 20 60 80 Slash Unknown(24) AD false 1 4 4
0 3 5 20 60 80 Normal MagicZap AD false 1 4 4

Scripts

Main

  1. AsyncWait(14.0)
  2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 65, hitbox_id: 2, set_id: 0, damage: Constant(6.0), trajectory: 80, wdsk: 0, kbg: 60, shield_damage: 1, bkb: 20, size: 4.3, x_offset: 0.0, y_offset: 2.0, z_offset: 2.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, 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 })
  3. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 65, hitbox_id: 3, set_id: 0, damage: Constant(5.0), trajectory: 80, wdsk: 0, kbg: 60, shield_damage: 1, bkb: 20, size: 4.3, x_offset: 0.0, y_offset: 0.0, z_offset: 7.25, 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 })
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 61, hitbox_id: 1, set_id: 0, damage: Constant(6.0), trajectory: 56, wdsk: 0, kbg: 60, shield_damage: 1, 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: 1, 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: 34, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 35, wdsk: 0, kbg: 35, shield_damage: 1, bkb: 40, 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: 1, 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. AsyncWait(15.0)
  7. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  8. AsyncWait(16.0)
  9. DeleteAllHitBoxes
  10. BoolVariableSetTrue { variable: RandomAccessBool(EnableJabLoop) }
  11. AsyncWait(32.0)
  12. BoolVariableSetFalse { variable: RandomAccessBool (0x11) }
  13. AsyncWait(40.0)
  14. AllowInterrupts

GFX

  1. FlashEffectOverlay { red: 0, green: 255, blue: 0, alpha: 128 }
  2. AsyncWait(3.0)
  3. SetColorOfFlashEffectOverlay { transition_time: 5, red: 0, green: 255, blue: 0, alpha: 0 }
  4. AsyncWait(7.0)
  5. RemoveFlashEffect
  6. AsyncWait(9.0)
  7. SwordGlow(SwordGlow { color: 19, 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 })
  8. SwordGlow(SwordGlow { color: 19, 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 })
  9. AsyncWait(12.0)
  10. GraphicEffect(GraphicEffect { graphic: 33, 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 })
  11. AsyncWait(23.0)
  12. DeleteSwordGlow { fade_time: 1 }

SFX

  1. SoundEffect1(9773)
  2. AsyncWait(10.0)
  3. SoundEffect1(168)
  4. SoundEffect1(9770)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(12.0)
  3. Rumble { unk1: 17, unk2: 0 }