Brawl - Donkey Kong - Action - 0x112 SpecialN
Entry Script
- IntVariableSet { variable: RandomAccessInt (0x1), value: -1 }
- IntVariableSet { variable: RandomAccessInt(ThrowDataParam1), value: -1 }
- CreateInterrupt { interrupt_id: None, action: 0x12e, requirement: (AnimationEnd) }
- if ((LongtermAccessInt(Temp1) GreaterThanOrEqual InternalConstantInt (0x5dc0)))
- CreateInterrupt { interrupt_id: None, action: 0x130, requirement: (ButtonTap) }
- else
- IntVariableSet { variable: RandomAccessInt (0x0), value: 0 }
- BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
- loop Infinite times:
- if (OnGround)
- SetEdgeSlide(StayOn)
- UnknownEvent { namespace: 0x8, code: 0x1, unk1: 0x0, arguments: [Value(0)] }
- SetAirGround(6)
- if (BoolIsTrue RandomAccessBool(EnableActionTransition))
- ChangeSubactionRestartFrame(SpecialNStart)
- else
- ChangeSubaction(SpecialNStart)
- UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
- else
- SetEdgeSlide(Airbourne)
- UnknownEvent { namespace: 0x8, code: 0x1, unk1: 0x0, arguments: [Value(4)] }
- SetAirGround(10)
- if (BoolIsTrue RandomAccessBool(EnableActionTransition))
- ChangeSubactionRestartFrame(SpecialAirNStart)
- else
- ChangeSubaction(SpecialAirNStart)
- UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
- BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
- LoopRest
Exit Script
- if ((InternalConstantInt(CurrentAction) NotEqual scalar(302)))
- IfStatementAnd ((InternalConstantInt(CurrentAction) NotEqual scalar(303)))
- IfStatementAnd ((InternalConstantInt(CurrentAction) NotEqual scalar(304)))
- IntVariableSet { variable: LongtermAccessInt(Temp1), value: 0 }