PM3.6 - Kirby - Subaction - SpecialNSpit

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 |

Stats

IASA: None
Subaction Index: 0x1d7

Throw

Frame: 7

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
20 0 0 45 Normal Kick AerialAndGrounded 0 false

Scripts

Main

  1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 20, trajectory: 45, kbg: 0, wdsk: 0, bkb: 0, effect: Normal, unk0: 0.0, unk1: 1.0, unk2: 1.0, unk3: 1, sfx: Kick, grab_target: AerialAndGrounded, unk4: true, unk5: true, i_frames: 0 })
  2. SpecifyThrow(SpecifyThrow { throw_use: GrabInterrupt, bone: 0, damage: 5, trajectory: 45, 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 })
  3. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 1 }
  4. AsyncWait(7.0)
  5. BoolVariableSetTrue { variable: RandomAccessBool (0x15) }
  6. GenerateArticle { article_id: 2, subaction_only: true }
  7. ApplyThrow { unk0: 0, bone: 459, unk1: RandomAccessInt (0x6) unk2: RandomAccessInt (0x7), unk3: RandomAccessInt (0x8) }
  8. AsyncWait(22.0)
  9. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }

GFX

    SFX

    1. AsyncWait(6.0)
    2. SoundEffect1(3117)

    Other

    1. AsyncWait(6.0)
    2. Rumble { unk1: 14, unk2: 0 }