P+ - Knuckles - Subaction - ThrowB

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Stats

IASA: 75
Direction Reverse Frames: 56
Subaction Index: 0x72

Throw

Frame: 55

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
10 74 79 37 Normal Unique AerialAndGrounded 8 false

Scripts

Main

  1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 10, trajectory: 37, kbg: 79, wdsk: 0, bkb: 74, 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 })
  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. AsyncWait(55.0)
  4. ReverseDirection
  5. ApplyThrow { unk0: 0, bone: 82, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
  6. AsyncWait(74.0)
  7. AllowInterrupts

GFX

  1. AsyncWait(20.0)
  2. loop 3 times:
    1. UnknownEvent { namespace: 0x11, code: 0x0, unk1: 0x0, arguments: [Value(36), Value(0), Scalar(5.0), Scalar(14.0), Scalar(-2.0), Scalar(15.0), Scalar(0.0), Scalar(0.0), Scalar(1.6), Bool(true), Value(0), Value(0), Value(0), Value(0), Value(0), Bool(false)] }
    2. UnknownEvent { namespace: 0x11, code: 0x0, unk1: 0x0, arguments: [Value(36), Value(0), Scalar(5.3), Scalar(16.0), Scalar(-2.0), Scalar(15.0), Scalar(0.0), Scalar(0.0), Scalar(1.8), Bool(true), Value(0), Value(0), Value(0), Value(0), Value(0), Bool(false)] }
    3. Rumble { unk1: 17, unk2: 0 }
    4. SyncWait(4.0)
  3. AsyncWait(28.0)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 17, 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: 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(42.0)
  6. GraphicEffect(GraphicEffect { graphic: 7, 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: false })

SFX

  1. AsyncWait(14.0)
  2. SyncWait(6.0)
  3. SoundEffect1(112)
  4. SoundEffect1(114)
  5. SyncWait(6.0)
  6. SoundEffect1(112)
  7. SoundEffect1(114)
  8. SyncWait(6.0)
  9. SoundEffect1(112)
  10. SoundEffect1(114)
  11. SyncWait(10.0)
  12. SoundEffect1(16718)

Other

  1. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 4 }
  2. AsyncWait(5.0)
  3. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(3), Bool(true)] }
  4. AsyncWait(16.0)
  5. UnknownEvent { namespace: 0x17, code: 0x1, unk1: 0x0, arguments: [] }
  6. AsyncWait(48.0)
  7. NormalizePhysics
  8. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 6 }
  9. AsyncWait(54.0)
  10. Rumble { unk1: 17, unk2: 0 }
  11. ScreenShake { magnitude: 1 }
  12. SlopeContourStand { leg_bone_parent: 6 }