PM3.6 - Zelda - Subaction - Final

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Stats

IASA: None
Hitboxes active: 28-44
Hitbox set 0 hits: 28
Subaction Index: 0x1de

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:28-44

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Direct Shieldable Shieldstun Hitlag Targets
0 0 3 80 0 100 80 Paralyze Unknown(128) AD false false false 3 3

Scripts

Main

  1. CameraCloseup(CameraCloseup { zoom_time: 4, unk: 0, distance: 1.5, x_angle: 0.0, y_angle: 0.0 })
  2. TimeManipulation(2, 30)
  3. SpecifyThrow(SpecifyThrow { throw_use: Unknown(2), bone: 0, damage: 40, trajectory: 361, kbg: 100, wdsk: 0, bkb: 65, effect: Unknown(13), unk0: 0.0, unk1: 1.0, unk2: 1.0, unk3: 2, sfx: HomeRunBat, grab_target: AerialAndGrounded, unk4: true, unk5: false, i_frames: 0 })
  4. AsyncWait(0.0)
  5. GenerateArticle { article_id: 3, subaction_only: true }
  6. AsyncWait(22.0)
  7. CameraNormal
  8. AsyncWait(27.0)
  9. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 69, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 80, wdsk: 80, kbg: 100, shield_damage: 0, bkb: 0, size: 3.0, x_offset: 0.0, y_offset: 0.0, z_offset: 300.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Paralyze, unk1: false, sound_level: 0, unk2: false, sound: Unknown(128), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: false, direct: false, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: true, 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: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  10. AsyncWait(44.0)
  11. DeleteAllHitBoxes
  12. AsyncWait(49.0)
  13. UnknownEvent { namespace: 0x6, code: 0x10, unk1: 0x0, arguments: [Value(0), Value(0), Value(69), Scalar(8.0), Scalar(0.0), Scalar(10.0), Scalar(300.0), Value(6), Value(1023), Value(3), Bool(false), Value(15), Value(1), Bool(false), Value(1), Bool(false), Value(1)] }
  14. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  15. AsyncWait(52.0)
  16. UnknownEvent { namespace: 0x6, code: 0x13, unk1: 0x0, arguments: [] }

GFX

  1. AsyncWait(26.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 238, graphic: 5, bone: 7, x_offset: 7.0, y_offset: 11.4, 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 })
  3. AsyncWait(40.0)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 238, graphic: 4, bone: 7, x_offset: 7.0, y_offset: 10.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.5, 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 })
  5. AsyncWait(48.0)
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 238, graphic: 3, bone: 99, 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, 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 })
  7. AsyncWait(50.0)
  8. ExternalGraphicEffect(ExternalGraphicEffect { file: 238, graphic: 1, bone: 7, x_offset: 10.0, y_offset: 11.0, 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. ExternalGraphicEffect(ExternalGraphicEffect { file: 238, graphic: 2, bone: 7, x_offset: 10.0, y_offset: 11.0, 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 })
  10. ExternalGraphicEffect(ExternalGraphicEffect { file: 238, graphic: 6, bone: 7, x_offset: 3.0, y_offset: 0.0, 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 })

SFX

  1. SoundEffect1(4013)
  2. SoundEffect1(1521)
  3. SyncWait(50.0)
  4. SoundEffect1(4015)
  5. SoundEffect1(1522)

Other

  1. ItemVisibility(false)
  2. AsyncWait(5.0)
  3. RumbleLoop { unk1: 3, unk2: 35 }
  4. AsyncWait(50.0)
  5. Rumble { unk1: 14, unk2: 0 }