PM3.6 - Ivysaur - Subaction - ThrowLw

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Stats

IASA: None
Subaction Index: 0x75

Throw

Frame: 18

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
10 83 61 80 Normal Unique AerialAndGrounded 8 true

Scripts

Main

  1. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 1 }
  2. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 10, trajectory: 80, kbg: 61, wdsk: 0, bkb: 83, effect: Normal, unk0: -1.0, unk1: 0.0, unk2: 0.0, unk3: 0, sfx: Unique, grab_target: AerialAndGrounded, unk4: false, unk5: true, i_frames: 8 })
  3. SpecifyThrow(SpecifyThrow { throw_use: GrabInterrupt, bone: 0, damage: 3, trajectory: 361, 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 })
  4. AsyncWait(18.0)
  5. ApplyThrow { unk0: 0, bone: 53, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
  6. FrameSpeedModifier { multiplier: 1.125, unk: 0 }

GFX

  1. AsyncWait(12.0)
  2. GraphicEffect(GraphicEffect { graphic: 9, bone: 0, x_offset: 12.0, 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 })

SFX

  1. AsyncWait(1.0)
  2. SoundEffect1(112)
  3. SoundEffect1(114)
  4. SyncWait(10.0)
  5. SoundEffect1(5617)
  6. SoundEffect1(111)
  7. SyncWait(2.0)
  8. SoundVoiceLow
  9. SoundEffectOther2(94)
  10. SoundEffectOther2(94)

Other

  1. SlopeContourStand { leg_bone_parent: 0 }
  2. AsyncWait(1.0)
  3. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 7 }
  4. AsyncWait(13.0)
  5. Rumble { unk1: 13, unk2: 0 }
  6. ScreenShake { magnitude: 1 }