PM3.6 - Game & Watch - Subaction - SpecialN
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Stats
IASA: |
None |
Hitboxes active: |
18-19 |
Hitbox set 0 hits: |
18 |
Subaction Index: |
0x1ce |
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:18-19
Set |
ID |
Dmg |
BKB |
KBG |
Angle |
Effect |
Sound |
Clang |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
9 |
40 |
55 |
10 |
Flame |
Burn |
false |
6 |
5 |
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Scripts
Main
- IntVariableIncrement { variable: LongtermAccessInt (0x5d) }
- ModelChanger { reference: 0, switch_index: 2, bone_group_index: 1 }
- AsyncWait(1.0)
- ModelChanger { reference: 0, switch_index: 5, bone_group_index: 7 }
- AsyncWait(4.0)
- if ((RandomAccessInt (0x0) NotEqual scalar(0)))
- IntVariableIncrement { variable: RandomAccessInt (0x6f32) }
- IntVariableIncrement { variable: LongtermAccessInt(AttacksPerformed) }
- IntVariableIncrement { variable: LongtermAccessInt (0x5d) }
- AsyncWait(17.0)
- BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
- if (OnGround)
- CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 10, wdsk: 0, kbg: 55, shield_damage: 0, bkb: 40, size: 4.69, x_offset: 0.0, y_offset: 6.38, z_offset: 7.97, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: false, unk5: true, direct: true, unk6: 0 })
- else
- CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 10, wdsk: 0, kbg: 55, shield_damage: 0, bkb: 40, size: 4.69, x_offset: 0.0, y_offset: 4.0, z_offset: 7.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: false, unk5: true, direct: true, unk6: 0 })
- AsyncWait(19.0)
- DeleteAllHitBoxes
- AsyncWait(26.0)
- BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }
- AsyncWait(34.0)
- BoolVariableSetFalse { variable: RandomAccessBool(SpecialsMovement) }
- BoolVariableSetTrue { variable: RandomAccessBool(EnableGlide) }
GFX
- AsyncWait(18.0)
- 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: 0.4, 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 })
SFX
Other
- ItemVisibility(false)
- AsyncWait(18.0)
- Rumble { unk1: 12, unk2: 0 }