PM3.6 - King Dedede - Subaction - SpecialNSpit

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Stats

IASA: None
Subaction Index: 0x1d7

Throw

Frame: 5

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
20 0 0 361 Normal Unique AerialAndGrounded 0 false

Scripts

Main

  1. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 1 }
  2. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 20, trajectory: 361, kbg: 0, wdsk: 0, bkb: 0, effect: Normal, unk0: 0.0, unk1: 1.0, unk2: 1.0, unk3: 0, sfx: Unique, grab_target: AerialAndGrounded, unk4: true, unk5: true, i_frames: 0 })
  3. SpecifyThrow(SpecifyThrow { throw_use: GrabInterrupt, bone: 0, damage: 5, trajectory: 361, kbg: 100, wdsk: 0, bkb: 0, effect: Normal, unk0: 0.0, unk1: 1.0, unk2: 1.0, unk3: 0, sfx: Unique, grab_target: AerialAndGrounded, unk4: true, unk5: true, i_frames: 0 })
  4. AsyncWait(5.0)
  5. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }
  6. BoolVariableSetTrue { variable: RandomAccessBool (0x15) }
  7. GenerateArticle { article_id: 2, subaction_only: true }
  8. ApplyThrow { unk0: 0, bone: 63, unk1: RandomAccessInt (0x9) unk2: RandomAccessInt (0xa), unk3: RandomAccessInt (0xb) }

GFX

  1. AsyncWait(5.0)
  2. GraphicEffect(GraphicEffect { graphic: 39, 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: 1.5, 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(6.0)
  2. SoundEffect1(1029)
  3. SoundEffect1(990)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(8.0)
  3. Rumble { unk1: 14, unk2: 0 }