PM3.6 - Bowser - Subaction - SpecialLw
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9 |
10 |
11 |
12 |
13 |
14 |
15 |
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40 |
Stats
IASA: |
None |
Hitboxes active: |
38-40 |
Hitbox set 0 hits: |
38 |
Subaction Index: |
0x1d6 |
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:38-39
Set |
ID |
Dmg |
BKB |
KBG |
Angle |
Effect |
Sound |
Hitlag Mult |
Shield Dmg |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
25 |
60 |
81 |
80 |
Normal |
MagicZap |
1.15 |
16 |
13 |
13 |
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Scripts
Main
- Armor { armor_type: HeavyArmorKnockbackBased, tolerance: 140.0 }
- AsyncWait(5.0)
- Armor { armor_type: None, tolerance: 0.0 }
- AsyncWait(10.0)
- EnableInterruptGroup(AirJump)
- AsyncWait(11.0)
- BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
- AsyncWait(22.0)
- DisableInterruptGroup(AirJump)
- SyncWait(2.0)
- UnknownEvent { namespace: 0xe, code: 0x4, unk1: 0x0, arguments: [Value(1)] }
- AsyncWait(37.0)
- Armor { armor_type: HeavyArmorKnockbackBased, tolerance: 200.0 }
- BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
- CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(25.0), trajectory: 80, wdsk: 0, kbg: 81, shield_damage: 16, bkb: 60, size: 7.81, x_offset: 0.0, y_offset: 5.2, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.15, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 3, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Butt, clang: true, 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 })
GFX
- Subroutine(0x29438)
- AsyncWait(5.0)
- RemoveFlashEffect
- AsyncWait(6.0)
- GraphicEffect(GraphicEffect { graphic: 7, 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: false })
- AsyncWait(10.0)
- ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 11, 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, 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 })
- ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 43, bone: 0, x_offset: 15.0, y_offset: 20.0, z_offset: 0.0, x_rotation: 90.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.5, 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: true })
- ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 9, bone: 0, x_offset: 20.0, y_offset: 20.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 80.0, scale: 0.3, 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: true })
- AsyncWait(37.0)
- ExternalGraphicEffect(ExternalGraphicEffect { file: 12, graphic: 4, 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, randomize: None, terminate_with_animation: true })
- loop Infinite times:
- Subroutine(0x27330)
- SyncWait(20.0)
- RemoveFlashEffect
SFX
- AsyncWait(9.0)
- SoundEffect1(3844)
- Subroutine(0x250a0)
Other
- SlopeContourStand { leg_bone_parent: 6 }
- AsyncWait(10.0)
- SlopeContourStand { leg_bone_parent: 0 }
- AsyncWait(11.0)
- Rumble { unk1: 13, unk2: 0 }