PM3.02 - Lucario - Subaction - SmashThrowAirLw_1

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Stats

IASA: None
Subaction Index: 0x1d8

Throw

Frame: 34

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
13 30 80 290 Aura Aura AerialAndGrounded 8 false

Scripts

Main

  1. DisableMovement(DisableVertical)
  2. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
  3. SetVelocity { x_vel: 0.0, y_vel: -0.1 }
  4. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
  5. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  6. SyncWait(1.0)
  7. SoundEffectVictory(2315)
  8. SoundEffectVictory(5821)
  9. DisableMovement(Enable)
  10. AsyncWait(33.0)
  11. if (BoolIsTrue RandomAccessBool(Shorthop))
    1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 15, trajectory: 670, kbg: 80, wdsk: 0, bkb: 30, effect: Aura, unk0: 0.0, unk1: 1.0, unk2: 0.0, unk3: 2, sfx: Aura, grab_target: AerialAndGrounded, unk4: true, unk5: true, i_frames: 8 })
    2. SpecifyThrow(SpecifyThrow { throw_use: GrabInterrupt, bone: 0, damage: 6, trajectory: 45, 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 })
  12. else
    1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 13, trajectory: 290, kbg: 80, wdsk: 0, bkb: 30, effect: Aura, unk0: 0.0, unk1: 1.0, unk2: 0.0, unk3: 2, sfx: Aura, grab_target: AerialAndGrounded, unk4: true, unk5: true, i_frames: 8 })
    2. SpecifyThrow(SpecifyThrow { throw_use: GrabInterrupt, bone: 0, damage: 6, trajectory: 45, 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 })
  13. AsyncWait(34.0)
  14. ApplyThrow { unk0: 0, bone: 55, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
  15. SoundEffectVictory(5820)
  16. AsyncWait(38.0)
  17. FrameSpeedModifier { multiplier: 1.5, unk: 0 }
  18. AsyncWait(60.0)

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 52, bone: 31, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 2.0, z_rotation: 0.0, scale: 0.6, 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. AsyncWait(32.0)
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 34, graphic: 2, bone: 29, 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: 0.9, randomize: None, terminate_with_animation: true })
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 34, graphic: 3, bone: 49, 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: 0.9, randomize: None, terminate_with_animation: true })
  5. AsyncWait(35.0)
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 34, graphic: 11, bone: 0, x_offset: 2.0, 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 })
  7. GraphicEffect(GraphicEffect { graphic: 33, 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: true })
  8. FlashEffectOverlay { red: 255, green: 255, blue: 255, alpha: 240 }
  9. SyncWait(2.0)
  10. FlashEffectOverlay { red: 128, green: 240, blue: 255, alpha: 200 }
  11. SyncWait(1.0)
  12. SetColorOfFlashEffectOverlay { transition_time: 5, red: 0, green: 0, blue: 255, alpha: 0 }
  13. SyncWait(5.0)
  14. RemoveFlashEffect

SFX

  1. loop 32 times:
    1. if (ButtonHeld value(0))
      1. IfStatementAnd (not(ButtonPress value(15)))
      2. IfStatementAnd (not(BoolIsTrue RandomAccessBool(Shorthop)))
      3. IfStatementAnd ((LongtermAccessFloat (0x1b) GreaterThanOrEqual scalar(50)))
      4. FlashEffectOverlay { red: 136, green: 247, blue: 255, alpha: 200 }
      5. FloatVariableSubtract { variable: LongtermAccessFloat (0x1b), value: 50 }
      6. BoolVariableSetTrue { variable: RandomAccessBool(Shorthop) }
      7. loop 7 times:
        1. ExternalGraphicEffect(ExternalGraphicEffect { file: 34, graphic: 17, 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: 1.25, randomize: None, terminate_with_animation: false })
      8. Subroutine(SpecialHiCancel SFX 0x23de8)
      9. SyncWait(4.0)
      10. FlashEffectOverlay { red: 0, green: 0, blue: 0, alpha: 0 }
    2. SyncWait(1.0)

Other

  1. ItemVisibility(false)
  2. SlopeContourStand { leg_bone_parent: 6 }
  3. AsyncWait(21.0)
  4. Rumble { unk1: 15, unk2: 0 }
  5. AsyncWait(40.0)
  6. ItemVisibility(true)