PM3.6 - Wolf - Subaction - SpecialN

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Stats

IASA: None
Hitboxes active: 11-12
Hitbox set 0 hits: 11
Subaction Index: 0x1ce

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:11-12

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult Shieldstun Hitlag Targets
0 0 3 60 40 20 Slash Slash false 0.5 3 1
0 1 3 60 40 20 Slash Slash false 0.5 3 1

Scripts

Main

  1. AsyncWait(1.0)
  2. GenerateArticle { article_id: 0, subaction_only: true }
  3. AsyncWait(10.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 60, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 20, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 60, size: 2.5, x_offset: 0.0, y_offset: 0.0, z_offset: 4.0, tripping_rate: 0.0, hitlag_mult: 0.5, 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: Weapon, clang: false, unk5: false, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 60, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 20, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 60, size: 2.5, x_offset: 0.0, y_offset: 0.0, z_offset: -1.0, tripping_rate: 0.0, hitlag_mult: 0.5, 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: Weapon, clang: false, unk5: false, direct: true, unk6: 0 })
  6. AsyncWait(12.0)
  7. FrameSpeedModifier { multiplier: 1.5, unk: 0 }
  8. DeleteAllHitBoxes
  9. UnknownEvent { namespace: 0x10, code: 0x7, unk1: 0x0, arguments: [Value(1), Value(1)] }
  10. AsyncWait(15.0)
  11. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  12. GenerateArticle { article_id: 1, subaction_only: true }
  13. EnableInterruptGroup(AirDodge)
  14. AsyncWait(38.0)
  15. ArticleVisibility { article_id: 0, visibility: false }

GFX

  1. AsyncWait(15.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 45, graphic: 5, bone: 0, x_offset: 10.0, y_offset: 6.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })
  3. GraphicEffect(GraphicEffect { graphic: 10, 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: true })

SFX

  1. AsyncWait(10.0)
  2. SoundEffect1(6351)
  3. SyncWait(5.0)
  4. SoundEffectStop(6351)
  5. SoundEffect1(6334)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. ItemVisibility(false)
  3. AsyncWait(2.0)
  4. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 1 }
  5. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(0), Value(0)] }
  6. AsyncWait(8.0)
  7. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(0), Value(1)] }
  8. AsyncWait(15.0)
  9. Rumble { unk1: 13, unk2: 0 }
  10. AsyncWait(25.0)
  11. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(0), Value(2)] }
  12. AsyncWait(37.0)
  13. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }
  14. ItemVisibility(true)