PM3.6 - Ivysaur - Subaction - CatchAttack

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Stats

IASA: None
Hitboxes active: 6-7
Hitbox set 0 hits: 6
Subaction Index: 0x70

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:6-7

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Remain Grabbed Shieldstun Hitlag Targets
0 0 1 40 0 100 361 Grass Burn AD false true 2 3

Scripts

Main

  1. Subroutine(0x226c4)
  2. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 1 }
  3. AsyncWait(5.0)
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 361, wdsk: 40, kbg: 100, shield_damage: 0, bkb: 0, size: 5.0, x_offset: 0.0, y_offset: 8.0, z_offset: 13.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Grass, unk1: false, sound_level: 0, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Whip, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, 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: true, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  5. SyncWait(2.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(24.0)
  8. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }

GFX

  1. AsyncWait(5.0)
  2. FloatVariableSet { variable: LongtermAccessFloat(CurryAngle1), value: 1 }
  3. FloatVariableMultiply { variable: LongtermAccessFloat(CurryAngle1), value: RandomAccessFloat (0x800e06) }
  4. FloatVariableSet { variable: RandomAccessFloat (0x5), value: LongtermAccessFloat(CurryAngle1) }
  5. FloatVariableAdd { variable: LongtermAccessFloat (0x1b), value: RandomAccessFloat (0x5) }
  6. Subroutine(0x206cc)
  7. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 29, bone: 14, 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: 0.75, randomize: None, terminate_with_animation: true })
  8. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 90, bone: 30, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 90.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.65, randomize: None, terminate_with_animation: true })
  9. if ((InternalConstantInt(Damage) GreaterThan scalar(0)))
    1. if ((InternalConstantInt(Damage) LessThan RandomAccessFloat (0x5)))
      1. FloatVariableSet { variable: RandomAccessFloat (0x5), value: InternalConstantInt(Damage) }
    2. FloatVariableMultiply { variable: RandomAccessFloat (0x5), value: -1 }
    3. UnknownEvent { namespace: 0x1e, code: 0x3, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Float, address: 5 })] }
    4. SoundEffect1(18)
    5. SoundEffect1(18)
  10. FlashEffectOverlay { red: 147, green: 254, blue: 82, alpha: 135 }
  11. SyncWait(4.0)
  12. DeleteAllHitBoxes
  13. RemoveFlashEffect
  14. SyncWait(4.0)
  15. FlashEffectOverlay { red: 147, green: 254, blue: 82, alpha: 85 }
  16. SyncWait(5.0)
  17. RemoveFlashEffect

SFX

  1. AsyncWait(5.0)
  2. SoundEffect1(5636)

Other

  1. SlopeContourStand { leg_bone_parent: 0 }
  2. AsyncWait(5.0)
  3. Rumble { unk1: 13, unk2: 0 }