Brawl - Luigi - Action - 0x10f Victory

Entry Script (Common)

  1. BoolVariableSetTrue { variable: LongtermAccessBool(CannotDie) }
  2. ControllerUnk06(false)
  3. if ((InternalConstantInt(PreviousAction) Equal scalar(271)))
    1. if ((InternalConstantInt(CurrentSubaction) LessThan scalar(454)))
      1. IntVariableSet { variable: RandomAccessInt (0x1), value: 454 }
      2. IntVariableSet { variable: RandomAccessInt(ThrowDataParam1), value: 455 }
    2. else
      1. if ((InternalConstantInt(CurrentSubaction) LessThan scalar(456)))
        1. IntVariableSet { variable: RandomAccessInt (0x1), value: 456 }
        2. IntVariableSet { variable: RandomAccessInt(ThrowDataParam1), value: 457 }
      2. else
        1. IntVariableSet { variable: RandomAccessInt (0x1), value: 452 }
        2. IntVariableSet { variable: RandomAccessInt(ThrowDataParam1), value: 453 }
  4. else
    1. UnknownEvent { namespace: 0x12, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: InternalConstant, data_type: Int, address: 21028 }), Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 0 })] }
    2. UnknownEvent { namespace: 0xc, code: 0x1b, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 0 })] }
    3. UnknownEvent { namespace: 0x5, code: 0x7, unk1: 0x0, arguments: [Scalar(0.0), Variable(Variable { memory_type: InternalConstant, data_type: Int, address: 3508 }), Scalar(0.0)] }
    4. UnknownEvent { namespace: 0x0, code: 0x10, unk1: 0x0, arguments: [Value(10000), Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 0 })] }
    5. Case(0)
    6. IntVariableSet { variable: RandomAccessInt (0x1), value: 452 }
    7. IntVariableSet { variable: RandomAccessInt(ThrowDataParam1), value: 453 }
    8. Case(1)
    9. IntVariableSet { variable: RandomAccessInt (0x1), value: 454 }
    10. IntVariableSet { variable: RandomAccessInt(ThrowDataParam1), value: 455 }
    11. Case(2)
    12. IntVariableSet { variable: RandomAccessInt (0x1), value: 456 }
    13. IntVariableSet { variable: RandomAccessInt(ThrowDataParam1), value: 457 }
    14. EndSwitch
  5. UnknownEvent { namespace: 0xc, code: 0x1, unk1: 0x0, arguments: [] }
  6. if (not(SubactionExists RandomAccessInt (0x1)))
    1. IntVariableSet { variable: RandomAccessInt (0x1), value: 452 }
    2. IntVariableSet { variable: RandomAccessInt(ThrowDataParam1), value: 453 }
  7. if (SubactionExists RandomAccessInt (0x1))
    1. if (SubactionExists RandomAccessInt(ThrowDataParam1))
      1. UnknownEvent { namespace: 0x4, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 1 })] }
      2. SyncWait(1.0)
      3. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: AnimationEnd }] }
      4. LoopRest
      5. UnknownEvent { namespace: 0x4, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 2 })] }
    2. else
      1. UnknownEvent { namespace: 0x4, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 1 })] }
    3. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  8. if (not(BoolIsTrue RandomAccessBool(EnableActionTransition)))
    1. Subroutine(0xbc74)

Exit Script (Common)

  1. UnknownEvent { namespace: 0xc, code: 0x11, unk1: 0x0, arguments: [] }