PM3.6 - Ike - Subaction - SpecialLwHit
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1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
21 |
22 |
23 |
24 |
25 |
26 |
27 |
28 |
29 |
30 |
31 |
32 |
33 |
34 |
35 |
36 |
37 |
Stats
IASA: |
26 |
Fully Intangible: |
1-6 |
Hitboxes active: |
4-7 |
Hitbox set 0 hits: |
4 |
Subaction Index: |
0x1e9 |
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:4-7
Set |
ID |
Dmg |
BKB |
KBG |
Angle |
Effect |
Sound |
Clang |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
10 |
50 |
62 |
35 |
Slash |
Slam |
false |
6 |
6 |
|
0 |
1 |
10 |
50 |
62 |
35 |
Slash |
Slam |
false |
6 |
6 |
|
0 |
2 |
10 |
50 |
62 |
35 |
Slash |
Slam |
false |
6 |
6 |
|
0 |
3 |
10 |
50 |
62 |
35 |
Slash |
Slam |
false |
6 |
6 |
|
0 |
4 |
10 |
50 |
62 |
35 |
Slash |
Slam |
false |
6 |
6 |
|
Scripts
Main
- ChangeHurtBoxStateAll { state: IntangibleFlashing }
- AsyncWait(3.0)
- CreateHitBox(HitBoxArguments { bone_index: 37, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 35, wdsk: 0, kbg: 62, shield_damage: 0, bkb: 50, size: 2.65, 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: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slam, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
- CreateHitBox(HitBoxArguments { bone_index: 66, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 35, wdsk: 0, kbg: 62, shield_damage: 0, bkb: 50, size: 2.85, x_offset: -1.5, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slam, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
- CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 2, set_id: 0, damage: Constant(10.0), trajectory: 35, wdsk: 0, kbg: 62, shield_damage: 0, bkb: 50, size: 4.0, x_offset: 0.0, y_offset: 1.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slam, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
- CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 3, set_id: 0, damage: Constant(10.0), trajectory: 35, wdsk: 0, kbg: 62, shield_damage: 0, bkb: 50, size: 4.0, x_offset: 0.0, y_offset: 6.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slam, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
- CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 4, set_id: 0, damage: Constant(10.0), trajectory: 35, wdsk: 0, kbg: 62, shield_damage: 0, bkb: 50, size: 4.0, x_offset: 0.0, y_offset: 11.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slam, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
- AsyncWait(6.0)
- ChangeHurtBoxStateAll { state: Normal }
- AsyncWait(7.0)
- DeleteAllHitBoxes
- AsyncWait(25.0)
- AllowInterrupts
GFX
- GraphicEffect(GraphicEffect { graphic: 40, 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: 1.25, 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(2.0)
- 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: 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 })
- SwordGlow(SwordGlow { color: 4, blur_length: 4, point1_bone: 70, point1_x_offset: 0.0, point1_y_offset: 2.8, point1_z_offset: 0.0, point2_bone: 70, point2_x_offset: 0.0, point2_y_offset: 14.3, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 2293761, bone_id: 70, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, glow_length: 1.0 })
- FlashEffectOverlay { red: 255, green: 255, blue: 255, alpha: 220 }
- AsyncWait(3.0)
- FlashEffectOverlay { red: 180, green: 180, blue: 180, alpha: 80 }
- SetColorOfFlashEffectOverlay { transition_time: 11, red: 0, green: 0, blue: 0, alpha: 0 }
- AsyncWait(14.0)
- DeleteSwordGlow { fade_time: 1 }
- RemoveFlashEffect
SFX
- SoundEffectVictory(5902)
- AsyncWait(1.0)
- SyncWait(2.0)
- if (RollADie value(4))
- SoundEffectVictory(2394)
- else
- if (RollADie value(3))
- SoundEffectVictory(2395)
- else
- if (RollADie value(2))
- SoundEffectVictory(2396)
- else
- SoundEffectVictory(2397)
Other
- SlopeContourStand { leg_bone_parent: 6 }
- ScreenShake { magnitude: 0 }
- Rumble { unk1: 14, unk2: 0 }
- AsyncWait(3.0)
- Rumble { unk1: 15, unk2: 0 }