PM3.02 - Ice Climbers - Subaction - ThrowLw

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Stats

IASA: 50
Subaction Index: 0x75

Throw

Frame: 35

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
6 70 40 80 Normal Unique AerialAndGrounded 8 true

Scripts

Main

  1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 6, trajectory: 80, kbg: 40, wdsk: 0, bkb: 70, 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: 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. AsyncWait(35.0)
  4. ApplyThrow { unk0: 0, bone: 45, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
  5. AsyncWait(49.0)
  6. AllowInterrupts

GFX

  1. AsyncWait(26.0)
  2. GraphicEffect(GraphicEffect { graphic: 9, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 15.0, 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(1.0)
  2. SoundEffect1(112)
  3. SoundEffect1(114)
  4. SyncWait(10.0)
  5. SoundEffect1(112)
  6. SoundEffect1(114)
  7. Subroutine(0x35474)
  8. SyncWait(16.0)
  9. SoundEffectOther2(94)
  10. SoundEffect1(63)

Other

  1. AsyncWait(21.0)
  2. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 4 }
  3. AsyncWait(26.0)
  4. ScreenShake { magnitude: 1 }
  5. Rumble { unk1: 13, unk2: 0 }
  6. AsyncWait(40.0)
  7. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 6 }
  8. AsyncWait(53.0)
  9. SlopeContourFull { hip_n_or_top_n: 2, trans_bone: 3 }