P+ - Ivysaur - Subaction - ThrowHi

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Stats

IASA: None
Subaction Index: 0x74

Throw

Frame: 18

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
6 50 120 90 Flower Unique AerialAndGrounded 8 true

Scripts

Main

  1. Subroutine(0x226c4)
  2. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 1 }
  3. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 6, trajectory: 90, kbg: 120, wdsk: 0, bkb: 50, effect: Flower, unk0: -1.0, unk1: 0.0, unk2: 0.0, unk3: 0, sfx: Unique, grab_target: AerialAndGrounded, unk4: true, unk5: true, i_frames: 8 })
  4. 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 })
  5. AsyncWait(18.0)
  6. ApplyThrow { unk0: 0, bone: 53, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
  7. FrameSpeedModifier { multiplier: 1.0625, unk: 0 }

GFX

  1. AsyncWait(18.0)
  2. SoundEffect1(5631)
  3. if ((LongtermAccessInt(CostumeID) Equal scalar(3)))
    1. IfStatementOr ((LongtermAccessInt(CostumeID) Equal scalar(5)))
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 32, graphic: 21, bone: 0, x_offset: 0.0, y_offset: 5.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.8, randomize: None, terminate_with_animation: false })
  4. else
    1. if ((LongtermAccessInt(CostumeID) Equal scalar(1)))
      1. IfStatementOr ((LongtermAccessInt(CostumeID) Equal scalar(6)))
      2. IfStatementOr ((LongtermAccessInt(CostumeID) Equal scalar(13)))
      3. ExternalGraphicEffect(ExternalGraphicEffect { file: 32, graphic: 22, bone: 0, x_offset: 0.0, y_offset: 5.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.8, randomize: None, terminate_with_animation: false })
    2. else
      1. if ((LongtermAccessInt(CostumeID) GreaterThanOrEqual scalar(30)))
        1. IfStatementAnd ((LongtermAccessInt(CostumeID) LessThanOrEqual scalar(39)))
        2. if ((LongtermAccessInt(CostumeID) Equal scalar(32)))
          1. ExternalGraphicEffect(ExternalGraphicEffect { file: 32, graphic: 37, bone: 0, x_offset: 0.0, y_offset: 5.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.8, randomize: None, terminate_with_animation: false })
        3. else
          1. if ((LongtermAccessInt(CostumeID) Equal scalar(33)))
            1. ExternalGraphicEffect(ExternalGraphicEffect { file: 32, graphic: 38, bone: 0, x_offset: 0.0, y_offset: 5.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.8, randomize: None, terminate_with_animation: false })
          2. else
            1. if ((LongtermAccessInt(CostumeID) Equal scalar(34)))
              1. ExternalGraphicEffect(ExternalGraphicEffect { file: 32, graphic: 39, bone: 0, x_offset: 0.0, y_offset: 5.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.8, randomize: None, terminate_with_animation: false })
            2. else
              1. ExternalGraphicEffect(ExternalGraphicEffect { file: 32, graphic: 27, bone: 0, x_offset: 0.0, y_offset: 5.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.8, randomize: None, terminate_with_animation: false })
      2. else
        1. ExternalGraphicEffect(ExternalGraphicEffect { file: 32, graphic: 1, bone: 0, x_offset: 0.0, y_offset: 5.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.8, randomize: None, terminate_with_animation: false })
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 17, bone: 0, x_offset: 0.0, y_offset: 24.0, 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 })
  6. GraphicEffect(GraphicEffect { graphic: 11, 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: 0.5, 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. FloatVariableSet { variable: LongtermAccessFloat(CurryAngle1), value: 6 }
  8. FloatVariableMultiply { variable: LongtermAccessFloat(CurryAngle1), value: RandomAccessFloat (0x800e06) }
  9. FloatVariableSet { variable: RandomAccessFloat (0x5), value: 3 }
  10. Subroutine(0x226ec)

SFX

  1. AsyncWait(1.0)
  2. SoundEffect1(112)
  3. SoundEffect1(114)
  4. SyncWait(17.0)
  5. SoundVoiceLow
  6. SoundEffect1(5617)
  7. SoundEffect1(111)

Other

  1. SlopeContourStand { leg_bone_parent: 0 }
  2. AsyncWait(18.0)
  3. ScreenShake { magnitude: 1 }
  4. Rumble { unk1: 13, unk2: 0 }
  5. AsyncWait(32.0)
  6. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 6 }
  7. AsyncWait(34.0)
  8. RemoveFlashEffect