Brawl - Game & Watch - Action - 0x11a
Entry Script
- CreateInterrupt { interrupt_id: None, action: 0x11c, requirement: (AnimationEnd) }
- PreviousInterruptAddRequirement((LongtermAccessFloat (0x13) GreaterThanOrEqual scalar(3)))
- CreateInterrupt { interrupt_id: None, action: 0x119, requirement: (AnimationEnd) }
- PreviousInterruptAddRequirement((LongtermAccessFloat (0x13) LessThan scalar(3)))
- Subroutine(0x1785c)
- loop Infinite times:
- if (OnGround)
- SetEdgeSlide(StayOn)
- SetAirGround(6)
- if (BoolIsTrue RandomAccessBool(EnableActionTransition))
- ChangeSubaction(SpecialLwCatch)
- else
- ChangeSubactionRestartFrame(SpecialLwCatch)
- BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
- UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
- else
- SetEdgeSlide(Airbourne)
- SetAirGround(10)
- if (BoolIsTrue RandomAccessBool(EnableActionTransition))
- ChangeSubaction(SpecialAirLwCatch)
- else
- ChangeSubactionRestartFrame(SpecialAirLwCatch)
- BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
- UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
- UnknownEvent { namespace: 0x4, code: 0x5, unk1: 0x0, arguments: [Value(24)] }
- LoopRest
Exit Script
- BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }