LXP2.1 - Geno - Subaction - ThrowF

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Stats

IASA: 56
Subaction Index: 0x73

Throw

Frame: 29

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
10 80 82 45 Flame Unique AerialAndGrounded 8 true

Scripts

Main

  1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 10, trajectory: 45, kbg: 82, wdsk: 0, bkb: 80, effect: Flame, unk0: 0.0, unk1: 1.0, unk2: 1.0, unk3: 0, sfx: Unique, grab_target: AerialAndGrounded, unk4: true, unk5: true, i_frames: 8 })
  2. SpecifyThrow(SpecifyThrow { throw_use: GrabInterrupt, bone: 0, damage: 3, trajectory: 361, kbg: 100, wdsk: 0, bkb: 60, effect: Normal, unk0: 0.0, unk1: 1.0, unk2: 1.0, unk3: 0, sfx: Unique, grab_target: AerialAndGrounded, unk4: true, unk5: true, i_frames: 8 })
  3. TagDisplay(false)
  4. AsyncWait(29.0)
  5. ApplyThrow { unk0: 0, bone: 82, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
  6. AsyncWait(41.0)
  7. TagDisplay(true)
  8. AsyncWait(55.0)
  9. AllowInterrupts

GFX

  1. AsyncWait(28.0)
  2. GraphicEffect(GraphicEffect { graphic: 10, bone: 4, x_offset: 0.0, y_offset: 0.0, z_offset: -17.0, 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: false })
  3. GraphicEffect(GraphicEffect { graphic: 73, bone: 82, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: -45.0, scale: 0.6, 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: false })
  4. AsyncWait(29.0)
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 35, bone: 82, 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: 0.65, 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: false })

SFX

  1. SoundEffectTransient(28369)
  2. AsyncWait(29.0)
  3. SoundEffect1(80)
  4. SoundEffect1(114)

Other

  1. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 3 }
  2. FlashEffectOverlay { red: 255, green: 255, blue: 255, alpha: 0 }
  3. SetColorOfFlashEffectOverlay { transition_time: 5, red: 255, green: 255, blue: 255, alpha: 160 }
  4. AsyncWait(1.0)
  5. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 3 }
  6. AsyncWait(4.0)
  7. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(false)] }
  8. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 8 }
  9. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 2 }
  10. AsyncWait(5.0)
  11. FlashEffectOverlay { red: 255, green: 255, blue: 255, alpha: 160 }
  12. SetColorOfFlashEffectOverlay { transition_time: 5, red: 255, green: 255, blue: 255, alpha: 0 }
  13. AsyncWait(10.0)
  14. RemoveFlashEffect
  15. AsyncWait(29.0)
  16. Rumble { unk1: 14, unk2: 0 }
  17. ScreenShake { magnitude: 1 }
  18. AsyncWait(36.0)
  19. FlashEffectOverlay { red: 255, green: 255, blue: 255, alpha: 0 }
  20. SetColorOfFlashEffectOverlay { transition_time: 5, red: 255, green: 255, blue: 255, alpha: 160 }
  21. AsyncWait(41.0)
  22. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 3 }
  23. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(true)] }
  24. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }
  25. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 0 }
  26. FlashEffectOverlay { red: 255, green: 255, blue: 255, alpha: 160 }
  27. SetColorOfFlashEffectOverlay { transition_time: 5, red: 255, green: 255, blue: 255, alpha: 0 }
  28. AsyncWait(46.0)
  29. RemoveFlashEffect