PM3.6 - Pit - Subaction - AttackS4S_1

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Stats

IASA: 30
Hitboxes active: 5-8
Hitbox set 0 hits: 5
Subaction Index: 0x58

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:5-8

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 9 40 12 75 Slash Slash 6 5
0 1 9 40 12 90 Slash Slash 6 5
0 2 7 41 13 100 Slash Slash 5 5
0 3 7 41 13 110 Slash Slash 5 5

Scripts

Main

  1. ModelChanger { reference: 1, switch_index: 1, bone_group_index: 0 }
  2. AsyncWait(4.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 30, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 75, wdsk: 0, kbg: 12, shield_damage: 0, bkb: 40, size: 2.3, 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: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 62, hitbox_id: 1, set_id: 0, damage: Constant(9.0), trajectory: 90, wdsk: 0, kbg: 12, shield_damage: 0, bkb: 40, size: 3.4, 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: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 72, hitbox_id: 2, set_id: 0, damage: Constant(7.0), trajectory: 100, wdsk: 0, kbg: 13, shield_damage: 0, bkb: 41, size: 3.53, x_offset: 0.0, y_offset: 1.88, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 72, hitbox_id: 3, set_id: 0, damage: Constant(7.0), trajectory: 110, wdsk: 0, kbg: 13, shield_damage: 0, bkb: 41, size: 3.28, x_offset: 0.0, y_offset: 5.64, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  7. AsyncWait(8.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(9.0)
  10. CallEveryFrame { thread_id: 9, script: 0x29d50 }
  11. AsyncWait(24.0)
  12. RemoveCallEveryFrame { thread_id: 9 }
  13. AsyncWait(29.0)
  14. AllowInterrupts

GFX

  1. SoundVoiceLow
  2. AsyncWait(4.0)
  3. SoundEffect1(652)
  4. SoundEffect1(653)
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, 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: 0.55, 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 })
  6. SwordGlow(SwordGlow { color: 3, blur_length: 3, point1_bone: 74, point1_x_offset: -0.8, point1_y_offset: 0.0, point1_z_offset: 0.75, point2_bone: 74, point2_x_offset: 1.85, point2_y_offset: 0.0, point2_z_offset: 8.199984, delete_after_subaction: true, graphic_id: 1572865, bone_id: 74, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 90.0, y_rotation: 0.0, z_rotation: 0.0, glow_length: 1.0 })
  7. AsyncWait(6.0)
  8. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 17, bone: 0, x_offset: 16.0, y_offset: 8.0, 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: true })
  9. AsyncWait(8.0)
  10. DeleteSwordGlow { fade_time: 1 }

SFX

  1. SoundEffectStop(105)
  2. Subroutine(0x9019fa90)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(4.0)
  3. Rumble { unk1: 17, unk2: 0 }
  4. AsyncWait(15.0)