Brawl - Game & Watch - Action - 0x11b
Entry Script
- CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }
- PreviousInterruptAddRequirement(OnGround)
- CreateInterrupt { interrupt_id: None, action: Fall, requirement: (AnimationEnd) }
- PreviousInterruptAddRequirement(InAir)
- FloatVariableSet { variable: LongtermAccessFloat (0x13), value: 0 }
- FloatVariableSet { variable: LongtermAccessFloat (0x14), value: 0 }
- GenerateArticle { article_id: 4, subaction_only: true }
- Subroutine(0x1785c)
- loop Infinite times:
- if (OnGround)
- SetEdgeSlide(StayOn)
- SetAirGround(6)
- if (BoolIsTrue RandomAccessBool(EnableActionTransition))
- ChangeSubaction(SpecialLwShoot)
- UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(4), Value(1), Bool(true)] }
- else
- ChangeSubactionRestartFrame(SpecialLwShoot)
- UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(4), Value(1), Bool(false)] }
- 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(SpecialAirLwShoot)
- UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(4), Value(2), Bool(true)] }
- else
- ChangeSubactionRestartFrame(SpecialAirLwShoot)
- UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(4), Value(2), Bool(false)] }
- 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
- ArticleAnimation(4)