PM3.02 - Wario - Subaction - ThrowB

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Stats

IASA: None
Direction Reverse Frames: 55
Subaction Index: 0x72

Throw

Frame: 54

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
9 60 65 45 Normal Unique AerialAndGrounded 8 false

Scripts

Main

  1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 9, trajectory: 45, kbg: 65, 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 })
  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(20.0)
  4. AsyncWait(54.0)
  5. ApplyThrow { unk0: 0, bone: 478, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
  6. ReverseDirection
  7. DeleteAllHitBoxes

GFX

  1. AsyncWait(6.0)
  2. Subroutine(0x2bdc4)
  3. AsyncWait(23.0)
  4. Subroutine(0x2bdc4)
  5. AsyncWait(35.0)
  6. Subroutine(0x2bdc4)
  7. AsyncWait(48.0)
  8. Subroutine(0x2bdc4)
  9. AsyncWait(52.0)
  10. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 478, 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 })
  11. AsyncWait(54.0)
  12. SoundEffect1(111)
  13. SoundEffect1(112)
  14. SoundEffect1(1914)

SFX

  1. AsyncWait(5.0)
  2. loop 45 times:
    1. FloatVariableSet { variable: LongtermAccessFloat (0x46), value: InternalConstantInt(ControlStickXAxisRelative) }
    2. FloatVariableMultiply { variable: LongtermAccessFloat (0x46), value: 0.3 }
    3. AddVelocity { x_vel: Variable(LongtermAccessFloat(Address(70))), y_vel: Constant(0.0) }
    4. if ((InternalConstantInt(HorizontalCharacterVelocity) GreaterThan scalar(1.15)))
      1. SetVelocity { x_vel: 1.15, y_vel: 0.0 }
    5. if ((InternalConstantInt(HorizontalCharacterVelocity) LessThan scalar(-1.15)))
      1. SetVelocity { x_vel: -1.15, y_vel: 0.0 }
    6. SyncWait(1.0)
  3. AsyncWait(55.0)
  4. SetVelocity { x_vel: 0.0, y_vel: 0.0 }

Other

  1. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 4 }
  2. AsyncWait(4.0)
  3. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(4), Bool(true)] }
  4. AsyncWait(26.0)
  5. Rumble { unk1: 13, unk2: 0 }
  6. AsyncWait(39.0)
  7. Rumble { unk1: 13, unk2: 0 }
  8. AsyncWait(40.0)
  9. Rumble { unk1: 13, unk2: 0 }
  10. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 4 }
  11. AsyncWait(54.0)
  12. ScreenShake { magnitude: 1 }