PM3.6 - Zelda - Subaction - Attack11

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Stats

IASA: 24
Hitboxes active: 11, 13, 15
Hitbox set 0 hits: 11, 13, 15
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.

Frame:11

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 2 55 0 185 Electric MagicZap AP false 0.8 0.5 2 2
0 1 2 45 0 350 Electric Unknown(128) AD false 0.8 0.5 2 2
0 2 2 30 0 350 Electric MagicZap AP false 0.8 0.5 2 2

Frame:13

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 2 55 0 185 Electric MagicZap AP false 0.8 0.5 2 2
0 1 2 45 0 350 Electric Unknown(128) AD false 0.8 0.5 2 2
0 2 2 30 0 350 Electric MagicZap AP false 0.8 0.5 2 2

Frame:15

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Shieldstun Hitlag Targets
0 0 3 35 110 361 Electric Unknown(128) AD false 3 3
0 1 3 35 110 361 Electric MagicZap AP false 3 3
0 2 3 35 110 361 Electric MagicZap AP false 3 3

Scripts

Main

  1. AsyncWait(3.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  3. AsyncWait(10.0)
  4. loop 2 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 29, bone: 0, x_offset: 13.87, y_offset: 11.6, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.6, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 4.1, random_y_offset: 4.1, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: true })
    2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 350, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 45, size: 3.5, x_offset: 0.0, y_offset: 13.5, z_offset: 5.5, tripping_rate: 0.0, hitlag_mult: 0.8, sdi_mult: 0.5, effect: Electric, unk1: false, sound_level: 0, unk2: false, sound: Unknown(128), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, 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: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
    3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 350, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 30, size: 3.75, x_offset: 0.0, y_offset: 13.5, z_offset: 9.0, tripping_rate: 0.0, hitlag_mult: 0.8, sdi_mult: 0.5, effect: Electric, unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 })
    4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 185, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 55, size: 5.67, x_offset: 0.0, y_offset: 11.8, z_offset: 14.07, tripping_rate: 0.0, hitlag_mult: 0.8, sdi_mult: 0.5, effect: Electric, unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 })
    5. SyncWait(1.0)
    6. DeleteAllHitBoxes
    7. SyncWait(1.0)
  5. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 361, wdsk: 0, kbg: 110, shield_damage: 0, bkb: 35, size: 3.5, x_offset: 0.0, y_offset: 13.5, z_offset: 5.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 1, unk2: false, sound: Unknown(128), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, 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: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 361, wdsk: 0, kbg: 110, shield_damage: 0, bkb: 35, size: 3.75, x_offset: 0.0, y_offset: 13.5, z_offset: 9.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 361, wdsk: 0, kbg: 110, shield_damage: 0, bkb: 35, size: 6.17, x_offset: 0.0, y_offset: 11.3, z_offset: 13.87, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 })
  8. SyncWait(1.0)
  9. DeleteAllHitBoxes
  10. AsyncWait(18.0)
  11. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  12. AsyncWait(23.0)
  13. AllowInterrupts
  14. ToggleInterrupt { interrupt_type: GroundAttack, interrupt_id: 10081 }

GFX

  1. AsyncWait(10.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: 69, 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: 0.7, 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. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 23, bone: 0, x_offset: 13.0, y_offset: 10.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.9, 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 })
  4. SoundEffect1(3963)
  5. AsyncWait(11.0)
  6. Rumble { unk1: 16, unk2: 0 }
  7. AsyncWait(12.0)
  8. FlashEffectLight { red: 240, green: 216, blue: 248, alpha: 80, light_source_x: 75.1, light_source_y: -8.0 }
  9. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 23, bone: 0, x_offset: 14.274, y_offset: 11.305, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.9, 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 })
  10. AsyncWait(15.0)
  11. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 29, bone: 0, x_offset: 13.87, y_offset: 11.6, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.6, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 4.1, random_y_offset: 4.1, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: true })
  12. SetColorOfFlashEffectLight { transition_time: 7, red: 255, green: 200, blue: 224, alpha: 0 }
  13. AsyncWait(22.0)
  14. RemoveFlashEffect

SFX

  1. AsyncWait(3.0)
  2. Subroutine(0x9019d080)

Other

  1. AsyncWait(10.0)
  2. Subroutine(0x21d18)
  3. AsyncWait(30.0)