P+ - Ness - Subaction - ThrowF

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Stats

IASA: None
Subaction Index: 0x73

Throw

Frame: 26

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
11 120 10 45 Normal Unique AerialAndGrounded 8 true

Scripts

Main

  1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 11, trajectory: 45, kbg: 10, wdsk: 0, bkb: 120, 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: 40, 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(26.0)
  4. ApplyThrow { unk0: 0, bone: 66, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }

GFX

  1. loop 4 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 29, bone: 66, 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 })
    2. SyncWait(6.0)
  2. AsyncWait(28.0)
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 17, bone: 66, 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 })

SFX

  1. AsyncWait(1.0)
  2. SoundEffect1(112)
  3. SoundEffect1(114)
  4. SyncWait(1.0)
  5. SoundEffect1(3650)
  6. SyncWait(12.0)
  7. SoundEffect1(3650)
  8. SyncWait(12.0)
  9. SoundEffect1(3650)
  10. Subroutine(0x214c4)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(1.0)
  3. RumbleLoop { unk1: 2, unk2: 25 }
  4. AsyncWait(26.0)
  5. Rumble { unk1: 4, unk2: 0 }
  6. SlopeContourStand { leg_bone_parent: 2 }
  7. AsyncWait(30.0)
  8. AsyncWait(43.0)
  9. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 2 }