P+ - Zelda - Subaction - ThrowF

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Stats

IASA: 50
Subaction Index: 0x73

Throw

Frame: 17

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
10 60 50 60 Normal Unique AerialAndGrounded 8 true

Scripts

Main

  1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 10, trajectory: 60, kbg: 50, wdsk: 0, bkb: 60, effect: Normal, unk0: -1.0, 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: 40, 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. FrameSpeedModifier { multiplier: 1.8235333, unk: 0 }
  4. AsyncWait(31.0)
  5. ApplyThrow { unk0: 0, bone: 103, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
  6. FrameSpeedModifier { multiplier: 0.6398, unk: 0 }
  7. AsyncWait(51.0)
  8. AllowInterrupts

GFX

  1. SyncWait(2.0)
  2. loop 4 times:
    1. AsyncWait(30.0)
    2. loop 3 times:
      1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 29, bone: 2, 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: 0.4, randomize: None, terminate_with_animation: true })
      2. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 2, bone: 103, 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: None, terminate_with_animation: true })
      3. SyncWait(1.5)

    SFX

    1. AsyncWait(1.0)
    2. SoundEffect1(112)
    3. SoundEffect1(114)
    4. SyncWait(10.0)
    5. SoundEffect1(3965)
    6. SyncWait(10.0)
    7. SoundEffect1(3967)
    8. SyncWait(10.0)
    9. SoundEffect1(112)
    10. SoundEffect1(114)

    Other

    1. SlopeContourStand { leg_bone_parent: 2 }
    2. AsyncWait(31.0)
    3. ScreenShake { magnitude: 1 }
    4. Rumble { unk1: 13, unk2: 0 }
    5. AsyncWait(55.0)
    6. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 2 }