Brawl - Ike - Action - 0x11b

Entry Script

  1. BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
  2. UnknownEvent { namespace: 0x12, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: InternalConstant, data_type: Int, address: 24005 }), Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 3 })] }
  3. CallEveryFrame { thread_id: 9, script: 0x1fd1c }
  4. CreateInterrupt { interrupt_id: None, action: RunIntoWall, requirement: (TouchingAFloorWallOrCeiling value(2)) }
  5. PreviousInterruptAddRequirement(FacingLeft)
  6. PreviousInterruptAddRequirement(OnGround)
  7. CreateInterrupt { interrupt_id: None, action: RunIntoWall, requirement: (TouchingAFloorWallOrCeiling value(4)) }
  8. PreviousInterruptAddRequirement(FacingRight)
  9. PreviousInterruptAddRequirement(OnGround)
  10. CreateInterrupt { interrupt_id: None, action: 0x11d, requirement: ((RandomAccessInt(ThrowDataParam2) LessThanOrEqual scalar(0))) }
  11. loop Infinite times:
    1. if (OnGround)
      1. SetEdgeSlide(Unknown(2))
      2. LedgeGrabEnable(Disable)
      3. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
        1. ChangeSubaction(SpecialSDash)
      4. else
        1. ChangeSubactionRestartFrame(SpecialSDash)
        2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
      5. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
    2. else
      1. SetEdgeSlide(Airbourne)
      2. LedgeGrabEnable(EnableInFrontAndBehind)
      3. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
        1. ChangeSubaction(SpecialSAirDash)
      4. else
        1. ChangeSubactionRestartFrame(SpecialSAirDash)
        2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
      5. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
    3. LoopRest

Exit Script