PM3.6 - Diddy Kong - Subaction - ThrowF

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Stats

IASA: None
Subaction Index: 0x73

Throw

Frame: 11

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
11 65 55 45 Normal Unique AerialAndGrounded 8 true

Scripts

Main

  1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 11, trajectory: 45, kbg: 55, wdsk: 0, bkb: 65, 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(11.0)
  4. ApplyThrow { unk0: 0, bone: 70, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
  5. FrameSpeedModifier { multiplier: 1.4375, unk: 0 }

GFX

  1. AsyncWait(17.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 17, bone: 0, x_offset: 12.0, y_offset: 18.0, 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. SoundVoiceLow
  2. AsyncWait(1.0)
  3. SoundEffect1(112)
  4. SoundEffect1(114)
  5. SyncWait(10.0)
  6. SoundEffect1(111)
  7. SoundEffect1(112)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(3.0)
  3. SlopeContourStand { leg_bone_parent: 2 }
  4. AsyncWait(11.0)
  5. ScreenShake { magnitude: 1 }
  6. Rumble { unk1: 16, unk2: 0 }
  7. AsyncWait(31.0)
  8. SlopeContourStand { leg_bone_parent: 6 }