PM3.6 - Mario - Subaction - ThrowLw

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Stats

IASA: None
Subaction Index: 0x75

Throw

Frame: 16

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
6 75 50 90 Normal Unique AerialAndGrounded 8 true

Scripts

Main

  1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 6, trajectory: 90, kbg: 50, wdsk: 0, bkb: 75, 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: 45, kbg: 100, wdsk: 0, bkb: 40, 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(16.0)
  4. ApplyThrow { unk0: 0, bone: 62, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
  5. FrameSpeedModifier { multiplier: 1.3478333, unk: 0 }

GFX

  1. AsyncWait(16.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 9, 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: 1.0, 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: false })

SFX

  1. SoundEffect1(220)
  2. AsyncWait(16.0)
  3. SoundVoiceLow
  4. SoundEffectOther2(94)
  5. SoundEffect1(63)

Other

  1. AsyncWait(16.0)
  2. Rumble { unk1: 12, unk2: 0 }
  3. ScreenShake { magnitude: 2 }
  4. AsyncWait(24.0)
  5. Rumble { unk1: 13, unk2: 0 }
  6. AsyncWait(32.0)
  7. Rumble { unk1: 13, unk2: 0 }
  8. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 3 }