Brawl - Ike - Action - 0x11e
Entry Script
- BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
- CreateInterrupt { interrupt_id: None, action: 0x11f, requirement: (AnimationEnd) }
- PreviousInterruptAddRequirement(InAir)
- CreateInterrupt { interrupt_id: None, action: 0x120, requirement: (AnimationEnd) }
- PreviousInterruptAddRequirement(OnGround)
- CreateInterrupt { interrupt_id: None, action: 0x120, requirement: (OnGround) }
- PreviousInterruptAddRequirement(BoolIsTrue RandomAccessBool (0x11))
- PreviousInterruptAddRequirement((InternalConstantInt (0x3ec) LessThan scalar(0)))
- CallEveryFrame { thread_id: 9, script: 0x204b4 }
- loop Infinite times:
- if (OnGround)
- if (not(BoolIsTrue RandomAccessBool (0x11)))
- SetEdgeSlide(Unknown(2))
- if (BoolIsTrue RandomAccessBool(EnableActionTransition))
- ChangeSubaction(SpecialHi2)
- else
- ChangeSubactionRestartFrame(SpecialHi2)
- BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
- UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
- else
- if (not(BoolIsTrue RandomAccessBool (0x11)))
- SetEdgeSlide(Airbourne)
- if (BoolIsTrue RandomAccessBool(EnableActionTransition))
- ChangeSubaction(SpecialAirHi2)
- else
- ChangeSubactionRestartFrame(SpecialAirHi2)
- BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
- UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
- LoopRest
Exit Script
- Armor { armor_type: None, tolerance: 0.0 }