Brawl - Game & Watch - Action - 0x10c Appeal

Entry Script (Common)

  1. ControllerUnk02
  2. CreateInterrupt { interrupt_id: None, action: Fall, requirement: (InAir) }
  3. if (Unknown(10011))
    1. IfStatementAnd (not(BoolIsTrue RandomAccessBool (0xe)))
    2. IfStatementAnd (ButtonHeld value(7))
    3. AsyncWait(1.0)
    4. if (not(ButtonHeld value(7)))
      1. IfStatementAnd (Unknown(10012))
      2. CreateInterrupt { interrupt_id: None, action: AppealSmash, requirement: (ButtonTap) }
      3. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
      4. UnknownEvent { namespace: 0xc, code: 0x26, unk1: 0x0, arguments: [Bool(true)] }
    5. else
      1. IntVariableSet { variable: RandomAccessInt (0x0), value: 448 }
      2. IntVariableSet { variable: RandomAccessInt (0x1), value: 449 }
  4. if (not(BoolIsTrue RandomAccessBool(EnableActionTransition)))
    1. if (BoolIsTrue RandomAccessBool (0xe))
      1. Switch(10001, 3)
      2. Case(0)
      3. IntVariableSet { variable: RandomAccessInt (0x0), value: 444 }
      4. IntVariableSet { variable: RandomAccessInt (0x1), value: 445 }
      5. UnknownEvent { namespace: 0xc, code: 0xa, unk1: 0x0, arguments: [Value(0)] }
      6. Case(1)
      7. IntVariableSet { variable: RandomAccessInt (0x0), value: 448 }
      8. IntVariableSet { variable: RandomAccessInt (0x1), value: 449 }
      9. UnknownEvent { namespace: 0xc, code: 0xa, unk1: 0x0, arguments: [Value(1)] }
      10. Case(2)
      11. IntVariableSet { variable: RandomAccessInt (0x0), value: 446 }
      12. IntVariableSet { variable: RandomAccessInt (0x1), value: 447 }
      13. if (RollADie value(1))
        1. UnknownEvent { namespace: 0xc, code: 0xa, unk1: 0x0, arguments: [Value(2)] }
      14. else
        1. UnknownEvent { namespace: 0xc, code: 0xa, unk1: 0x0, arguments: [Value(3)] }
      15. EndSwitch
    2. else
      1. if (ButtonHeld value(6))
        1. IntVariableSet { variable: RandomAccessInt (0x0), value: 444 }
        2. IntVariableSet { variable: RandomAccessInt (0x1), value: 445 }
        3. UnknownEvent { namespace: 0xc, code: 0xa, unk1: 0x0, arguments: [Value(0)] }
      2. else
        1. if (ButtonHeld value(7))
          1. IntVariableSet { variable: RandomAccessInt (0x0), value: 448 }
          2. IntVariableSet { variable: RandomAccessInt (0x1), value: 449 }
          3. UnknownEvent { namespace: 0xc, code: 0xa, unk1: 0x0, arguments: [Value(1)] }
        2. else
          1. if (ButtonHeld value(8))
            1. IntVariableSet { variable: RandomAccessInt (0x0), value: 446 }
            2. IntVariableSet { variable: RandomAccessInt (0x1), value: 447 }
            3. if (ButtonHeld value(9))
              1. UnknownEvent { namespace: 0xc, code: 0xa, unk1: 0x0, arguments: [Value(2)] }
            4. else
              1. if (ButtonHeld value(10))
                1. UnknownEvent { namespace: 0xc, code: 0xa, unk1: 0x0, arguments: [Value(3)] }
              2. else
                1. if ((InternalConstantInt(CharacterDirection) LessThan scalar(0)))
                  1. UnknownEvent { namespace: 0xc, code: 0xa, unk1: 0x0, arguments: [Value(2)] }
                2. else
                  1. UnknownEvent { namespace: 0xc, code: 0xa, unk1: 0x0, arguments: [Value(3)] }
    3. if (SubactionExists RandomAccessInt (0x1))
      1. if ((InternalConstantInt(CharacterDirection) LessThan scalar(0)))
        1. UnknownEvent { namespace: 0x4, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 1 })] }
      2. else
        1. UnknownEvent { namespace: 0x4, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 0 })] }
    4. else
      1. UnknownEvent { namespace: 0x4, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 0 })] }
    5. CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }

Exit Script (Common)