Brawl - Ness - Action - 0x11b
Entry Script
- CreateInterrupt { interrupt_id: Some(0), action: Wait, requirement: (AnimationEnd) }
- if ((InternalConstantInt (0xfb1) GreaterThan scalar(0)))
- CreateInterrupt { interrupt_id: Some(1), action: FallSpecial, requirement: (AnimationEnd) }
- FloatVariableSet { variable: LongtermAccessFloat(SpecialLandingLag), value: InternalConstantInt (0xfb1) }
- else
- CreateInterrupt { interrupt_id: Some(1), action: Fall, requirement: (AnimationEnd) }
- BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
- CallEveryFrame { thread_id: 9, script: 0x173a8 }
- loop Infinite times:
- if (OnGround)
- SetEdgeSlide(StayOn)
- SetAirGround(6)
- if (not(BoolIsTrue RandomAccessBool(EnableActionTransition)))
- ChangeSubactionRestartFrame(SpecialHiEnd)
- else
- ChangeSubaction(SpecialHiEnd)
- EnableInterrupt(0)
- DisableInterrupt(1)
- UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
- else
- SetEdgeSlide(Airbourne)
- SetAirGround(0)
- if (not(BoolIsTrue RandomAccessBool(EnableActionTransition)))
- ChangeSubactionRestartFrame(SpecialAirHiEnd)
- else
- ChangeSubaction(SpecialAirHiEnd)
- DisableInterrupt(0)
- EnableInterrupt(1)
- UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
- BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
- LoopRest
Exit Script