PM3.6 - Wolf - Subaction - Attack12

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Stats

IASA: 20
Hitboxes active: 4-5
Hitbox set 0 hits: 4
Subaction Index: 0x49

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:4-5

Set ID Dmg BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 2 35 25 20 Slash Slash 0.8 2 3
0 1 2 50 25 15 Slash Slash 0.8 2 3
0 2 2 15 25 361 Slash Slash 0.8 2 3

Scripts

Main

  1. AsyncWait(1.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  3. AsyncWait(3.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 27, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 20, wdsk: 0, kbg: 25, shield_damage: 0, bkb: 35, size: 3.0, x_offset: 2.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.8, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 27, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 15, wdsk: 0, kbg: 25, shield_damage: 0, bkb: 50, size: 3.5, x_offset: -1.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.8, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 29, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 361, wdsk: 0, kbg: 25, shield_damage: 0, bkb: 15, size: 4.0, x_offset: 2.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.8, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  7. SyncWait(2.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(8.0)
  10. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  11. AsyncWait(19.0)
  12. AllowInterrupts

GFX

  1. AsyncWait(3.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 45, graphic: 7, bone: 0, x_offset: 8.0, y_offset: 4.0, z_offset: 0.0, x_rotation: 150.0, y_rotation: 40.0, z_rotation: 0.0, scale: 0.8, 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 })
  3. SoundEffect1(6351)

SFX

  1. AsyncWait(1.0)
  2. Subroutine(0x9019d080)

Other

  1. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(6), Bool(true)] }
  2. AsyncWait(2.0)
  3. Rumble { unk1: 16, unk2: 0 }
  4. AsyncWait(18.0)
  5. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 4 }