PM3.02 - Squirtle - Subaction - TurnRun

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Stats

IASA: None
Hitboxes active: 6-12
Hitbox set 0 hits: 6
Subaction Index: 0x12

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:6-12

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Shield Dmg Shieldstun Hitlag Targets
0 0 3 40 110 155 Normal Unknown(136) ADR 7 3 3

Scripts

Main

  1. AsyncWait(2.0)
  2. Armor { armor_type: HeavyArmorKnockbackBased, tolerance: 80.0 }
  3. AsyncWait(5.0)
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 6, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 155, wdsk: 0, kbg: 110, shield_damage: 7, bkb: 40, size: 5.0, x_offset: 0.0, y_offset: 0.0, z_offset: 3.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Unknown(136), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: false, 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 })
  5. AsyncWait(12.0)
  6. DeleteAllHitBoxes
  7. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }

GFX

  1. AsyncWait(2.0)
  2. AsyncWait(5.0)
  3. RemoveFlashEffect
  4. GraphicEffect(GraphicEffect { graphic: 28, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: -8.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.9, 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 })
  5. AsyncWait(12.0)
  6. AsyncWait(18.0)
  7. Armor { armor_type: None, tolerance: 0.0 }

SFX

  1. AsyncWait(1.0)
  2. SoundEffect1(5536)
  3. SyncWait(1.0)
  4. SoundEffect1(5521)

Other

  1. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(4), Bool(true)] }
  2. AsyncWait(2.0)
  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. AsyncWait(18.0)
  7. ItemVisibility(true)
  8. UnknownEvent { namespace: 0x1f, code: 0x10, unk1: 0x0, arguments: [Bool(true), Value(1)] }
  9. UnknownEvent { namespace: 0x1f, code: 0x10, unk1: 0x0, arguments: [Bool(true), Value(2)] }