PM3.6 - Roy - Subaction - ThrowLw

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Stats

IASA: None
Direction Reverse Frames: 13, 16
Subaction Index: 0x75

Throw

Frame: 13

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
6 65 60 60 Normal Unique AerialAndGrounded 8 true

Scripts

Main

  1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 6, trajectory: 60, kbg: 60, wdsk: 0, bkb: 65, effect: Normal, unk0: -1.0, 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: 45, 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(12.0)
  4. ReverseDirection
  5. AsyncWait(13.0)
  6. ApplyThrow { unk0: 0, bone: 70, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
  7. AsyncWait(15.0)
  8. ReverseDirection

GFX

  1. AsyncWait(12.0)
  2. GraphicEffect(GraphicEffect { graphic: 9, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: -8.0, x_rotation: 0.0, y_rotation: 180.0, z_rotation: 0.0, scale: 0.8, 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. AsyncWait(1.0)
  2. SoundEffect1(112)
  3. SoundEffect1(114)
  4. SyncWait(12.0)
  5. Subroutine(0x28104)
  6. SoundEffect1(111)
  7. SoundEffect1(112)
  8. SoundEffectOther2(94)
  9. SoundEffect1(63)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(13.0)
  3. ScreenShake { magnitude: 1 }
  4. Rumble { unk1: 13, unk2: 0 }