PM3.6 - Ivysaur - Subaction - Attack11

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Stats

IASA: 16
Hitboxes active: 2-4
Hitbox set 0 hits: 2
Subaction Index: 0x48

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:2-4

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 3 20 0 100 83 Grass Paper true 3 3
0 1 3 20 0 100 83 Grass Paper true 3 3
0 2 3 20 0 100 97 Grass Paper true 3 3
0 3 3 20 0 60 107 Grass Paper false 3 3

Scripts

Main

  1. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 1 }
  2. AsyncWait(1.0)
  3. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  4. CreateHitBox(HitBoxArguments { bone_index: 42, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 83, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 3.0, x_offset: 1.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Grass, unk1: false, sound_level: 2, unk2: false, sound: Paper, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Whip, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 83, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 4.0, x_offset: 1.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Grass, unk1: false, sound_level: 2, unk2: false, sound: Paper, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Whip, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 44, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 97, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 4.0, x_offset: 1.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Grass, unk1: false, sound_level: 2, unk2: false, sound: Paper, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Whip, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 45, hitbox_id: 3, set_id: 0, damage: Constant(3.0), trajectory: 107, wdsk: 20, kbg: 60, shield_damage: 0, bkb: 0, size: 3.0, x_offset: 1.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Grass, unk1: false, sound_level: 2, unk2: false, sound: Paper, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Whip, clang: false, unk5: true, direct: true, unk6: 0 })
  8. AsyncWait(4.0)
  9. DeleteAllHitBoxes
  10. AsyncWait(7.0)
  11. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  12. AsyncWait(15.0)
  13. AllowInterrupts

GFX

  1. AsyncWait(1.0)
  2. SwordGlow(SwordGlow { color: 100, blur_length: 3, point1_bone: 43, point1_x_offset: 0.0, point1_y_offset: 0.0, point1_z_offset: 0.0, point2_bone: 45, point2_x_offset: 8.0, point2_y_offset: 0.0, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 75, bone_id: 45, 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: 0.0 })
  3. SyncWait(2.0)
  4. DeleteSwordGlow { fade_time: 3 }

SFX

  1. SoundEffect1(5613)
  2. AsyncWait(1.0)
  3. SoundEffect1(5619)
  4. Subroutine(0x9019d080)

Other

  1. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(6), Bool(true)] }
  2. AsyncWait(1.0)
  3. Rumble { unk1: 16, unk2: 0 }