Brawl - Donkey Kong - Action - 0x54 DownBound

Entry Script (Common)

  1. if (not(BoolIsTrue RandomAccessBool (0x1c)))
    1. CreateInterrupt { interrupt_id: Some(10005), action: DamageFall, requirement: (InAir) }
  2. CreateInterrupt { interrupt_id: Some(10002), action: DamageFall, requirement: (AnimationEnd) }
  3. PreviousInterruptAddRequirement(InAir)
  4. CreateInterrupt { interrupt_id: Some(10014), action: DownStand, requirement: (OnGround) }
  5. PreviousInterruptAddRequirement(AnimationEnd)
  6. PreviousInterruptAddRequirement(not(BoolIsTrue LongtermAccessBool(StaminaDead)))
  7. PreviousInterruptAddRequirement((RandomAccessFloat (0x9) LessThanOrEqual scalar(0)))
  8. CreateInterrupt { interrupt_id: Some(10013), action: 0x4e, requirement: (OnGround) }
  9. PreviousInterruptAddRequirement(AnimationEnd)
  10. Subroutine(0x147ac)
  11. CallEveryFrame { thread_id: 9, script: 0x150fc }
  12. if (BoolIsTrue RandomAccessBool (0x1b))
    1. if (BoolIsTrue RandomAccessBool(EnableJabEnd))
      1. ChangeSubactionRestartFrame(DownDamageU3)
    2. else
      1. ChangeSubactionRestartFrame(DownDamageD3)
  13. else
    1. if (BoolIsTrue RandomAccessBool(EnableJabEnd))
      1. ChangeSubactionRestartFrame(DownDamageU)
    2. else
      1. ChangeSubactionRestartFrame(DownDamageD)
  14. loop Infinite times:
    1. if (OnGround)
      1. SetEdgeSlide(StayOn)
      2. if (BoolIsTrue RandomAccessBool (0x1d))
        1. SetAirGround(6)
      3. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
    2. else
      1. SetEdgeSlide(Airbourne)
      2. if (BoolIsTrue RandomAccessBool (0x1d))
        1. SetAirGround(10)
      3. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
    3. LoopRest
    4. BoolVariableSetTrue { variable: RandomAccessBool (0x1d) }

Exit Script (Common)