Brawl - Ike - Action - 0x116 Final
Entry Script
- FinalSmashEnter
- UnknownEvent { namespace: 0x14, code: 0x5, unk1: 0x0, arguments: [Bool(false)] }
- BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
- CreateInterrupt { interrupt_id: None, action: 0x122, requirement: (BoolIsTrue RandomAccessBool (0x11)) }
- PreviousInterruptAddRequirement(BoolIsTrue RandomAccessBool(SpecialsMovement))
- CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }
- PreviousInterruptAddRequirement(OnGround)
- CreateInterrupt { interrupt_id: None, action: Fall, requirement: (AnimationEnd) }
- PreviousInterruptAddRequirement(InAir)
- loop Infinite times:
- if (OnGround)
- SetEdgeSlide(StayOn)
- if (BoolIsTrue RandomAccessBool(EnableActionTransition))
- ChangeSubaction(FinalStart)
- else
- ChangeSubactionRestartFrame(FinalStart)
- BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
- UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
- else
- SetEdgeSlide(Airbourne)
- if (BoolIsTrue RandomAccessBool(EnableActionTransition))
- ChangeSubaction(FinalAirStart)
- else
- ChangeSubactionRestartFrame(FinalAirStart)
- BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
- UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
- LoopRest
Exit Script
- Subroutine(0x20ddc)