PM3.02 - Zelda - Subaction - AttackHi3

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Stats

IASA: 40
Partially Intangible: 8-28
Hitboxes active: 8-28
Hitbox set 0 hits: 8
Subaction Index: 0x54

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:8-16

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 12 40 135 75 Electric MagicZap false 7 6
0 1 12 40 135 75 Electric MagicZap false 7 6
0 2 12 40 135 75 Electric MagicZap false 7 6

Frames:17-28

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 11 35 140 92 Electric MagicZap false 6 6
0 1 11 35 140 92 Electric MagicZap false 6 6
0 2 11 35 140 92 Electric MagicZap false 6 6

Scripts

Main

  1. AsyncWait(7.0)
  2. ChangeHurtBoxStateSpecific { bone: 88, state: IntangibleFlashing }
  3. CreateHitBox(HitBoxArguments { bone_index: 88, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 75, wdsk: 0, kbg: 135, shield_damage: 0, bkb: 40, size: 4.5, x_offset: -5.000533, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 88, hitbox_id: 1, set_id: 0, damage: Constant(12.0), trajectory: 75, wdsk: 0, kbg: 135, shield_damage: 0, bkb: 40, size: 3.9, x_offset: -2.5, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 88, hitbox_id: 2, set_id: 0, damage: Constant(12.0), trajectory: 75, wdsk: 0, kbg: 135, shield_damage: 0, bkb: 40, size: 3.3, 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: Electric, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 })
  6. AsyncWait(16.0)
  7. FrameSpeedModifier { multiplier: 1.18, unk: 0 }
  8. CreateHitBox(HitBoxArguments { bone_index: 88, hitbox_id: 0, set_id: 0, damage: Constant(11.0), trajectory: 92, wdsk: 0, kbg: 140, shield_damage: 0, bkb: 35, size: 4.5, x_offset: -5.000533, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 88, hitbox_id: 1, set_id: 0, damage: Constant(11.0), trajectory: 92, wdsk: 0, kbg: 140, shield_damage: 0, bkb: 35, size: 3.9, x_offset: -2.5, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 })
  10. CreateHitBox(HitBoxArguments { bone_index: 88, hitbox_id: 2, set_id: 0, damage: Constant(11.0), trajectory: 92, wdsk: 0, kbg: 140, shield_damage: 0, bkb: 35, size: 3.3, 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: Electric, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 })
  11. AsyncWait(30.0)
  12. UnchangeHurtBoxStateSpecific
  13. DeleteAllHitBoxes
  14. AsyncWait(43.0)
  15. AllowInterrupts

GFX

  1. AsyncWait(6.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 1, bone: 99, x_offset: 1.0, y_offset: 0.0, z_offset: 1.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.1, randomize: None, terminate_with_animation: true })
  3. AsyncWait(7.0)
  4. Goto(0x22b90)

SFX

  1. AsyncWait(7.0)
  2. SoundEffect1(4019)
  3. SoundEffect1(3968)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 1, bone: 99, x_offset: 1.0, y_offset: 0.0, z_offset: 1.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.1, randomize: None, terminate_with_animation: true })
  5. AsyncWait(16.0)
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 1, bone: 99, x_offset: 1.0, y_offset: 0.0, z_offset: 1.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.1, randomize: None, terminate_with_animation: true })

Other

  1. AsyncWait(4.0)
  2. ItemVisibility(true)
  3. AsyncWait(9.0)
  4. Rumble { unk1: 17, unk2: 0 }
  5. AsyncWait(50.0)
  6. ItemVisibility(true)