PM3.02 - Squirtle - Subaction - AttackLw4

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Stats

IASA: None
Hitboxes active: 11-15, 19-23, 27-30
Hitbox set 0 hits: 11, 19, 27
Subaction Index: 0x60

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:11-15

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 3 50 0 100 270 Water Splash AP true 0.9 0.9 3 3
0 1 3 50 0 100 0 Water Unknown(72) AD false 0.9 0.9 3 3
0 2 3 50 0 100 0 Water Unknown(72) ADR false 0.9 0.9 3 3

Frames:19-23

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 3 50 0 100 270 Water Splash AP true 0.9 0.9 3 3
0 1 3 50 0 100 0 Water Unknown(72) AD false 0.9 0.9 3 3
0 2 3 50 0 100 0 Water Unknown(72) ADR false 0.9 0.9 3 3

Frames:27-30

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 6 65 80 110 Normal Splash true 4 4
0 1 6 65 80 110 Normal Unknown(72) false 4 4
0 2 6 65 80 110 Normal Unknown(72) false 4 4

Scripts

Main

  1. AsyncWait(10.0)
  2. loop 2 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 270, wdsk: 50, kbg: 100, shield_damage: 0, bkb: 0, size: 4.0, x_offset: 0.0, y_offset: 3.5, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.9, sdi_mult: 0.9, effect: Water, unk1: false, sound_level: 0, unk2: false, sound: Splash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Water, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 0, wdsk: 50, kbg: 100, shield_damage: 0, bkb: 0, size: 4.1999664, x_offset: 0.0, y_offset: 3.968, z_offset: -12.501333, tripping_rate: 0.0, hitlag_mult: 0.9, sdi_mult: 0.9, effect: Water, unk1: false, sound_level: 0, unk2: false, sound: Unknown(72), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Water, 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: 0, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 0, wdsk: 50, kbg: 100, shield_damage: 0, bkb: 0, size: 4.1999664, x_offset: 0.0, y_offset: 3.968, z_offset: 12.9, tripping_rate: 0.0, hitlag_mult: 0.9, sdi_mult: 0.9, effect: Water, unk1: false, sound_level: 0, unk2: false, sound: Unknown(72), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Water, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDirReverse, 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. SyncWait(5.0)
    5. DeleteAllHitBoxes
    6. SyncWait(3.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 110, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 65, size: 4.0, x_offset: 0.0, y_offset: 3.5, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Splash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Water, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(6.0), trajectory: 110, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 65, size: 4.1999664, x_offset: 0.0, y_offset: 3.968, z_offset: -12.501333, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Unknown(72), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Water, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, 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: 0, hitbox_id: 2, set_id: 0, damage: Constant(6.0), trajectory: 110, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 65, size: 4.1999664, x_offset: 0.0, y_offset: 3.968, z_offset: 12.9, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Unknown(72), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Water, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, 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. FrameSpeedModifier { multiplier: 1.3, unk: 0 }
  7. SyncWait(4.0)
  8. DeleteAllHitBoxes
  9. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(2031618), Bool(false), Bool(false)] }
  10. AsyncWait(41.0)

GFX

  1. AsyncWait(9.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 9, 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: 0.8, 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. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 9, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 180.0, scale: 0.8, 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 })
  4. SyncWait(1.0)
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 31, graphic: 2, bone: 0, x_offset: 0.0, y_offset: 1.0, 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 })
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 31, graphic: 2, bone: 0, x_offset: 0.0, y_offset: 1.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 180.0, z_rotation: 0.0, scale: 0.9, randomize: None, terminate_with_animation: true })

SFX

  1. AsyncWait(9.0)
  2. Subroutine(0x2258c)
  3. SoundEffect1(2241)
  4. SoundEffect1(5521)
  5. SyncWait(2.0)
  6. Armor { armor_type: HeavyArmorKnockbackBased, tolerance: 80.0 }
  7. RemoveFlashEffect
  8. SyncWait(3.0)
  9. SoundEffect1(5591)
  10. SyncWait(9.0)
  11. SoundEffect1(5591)
  12. AsyncWait(28.0)
  13. Armor { armor_type: None, tolerance: 0.0 }

Other

  1. SlopeContourStand { leg_bone_parent: 1 }
  2. AsyncWait(9.0)
  3. ItemVisibility(false)
  4. UnknownEvent { namespace: 0x1f, code: 0x10, unk1: 0x0, arguments: [Bool(false), Value(1)] }
  5. UnknownEvent { namespace: 0x1f, code: 0x10, unk1: 0x0, arguments: [Bool(false), Value(2)] }
  6. Rumble { unk1: 14, unk2: 0 }
  7. AsyncWait(29.0)
  8. ItemVisibility(true)
  9. UnknownEvent { namespace: 0x1f, code: 0x10, unk1: 0x0, arguments: [Bool(true), Value(1)] }
  10. UnknownEvent { namespace: 0x1f, code: 0x10, unk1: 0x0, arguments: [Bool(true), Value(2)] }
  11. SyncWait(2.0)
  12. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 4 }