Brawl - Yoshi - Action - 0x11a

Entry Script

  1. ItemVisibility(false)
  2. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(false)] }
  3. CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }
  4. PreviousInterruptAddRequirement(OnGround)
  5. if ((InternalConstantInt (0xfc3) Equal scalar(0)))
    1. CreateInterrupt { interrupt_id: None, action: Fall, requirement: (AnimationEnd) }
    2. PreviousInterruptAddRequirement(InAir)
  6. else
    1. FloatVariableSet { variable: LongtermAccessFloat(SpecialLandingLag), value: InternalConstantInt (0xfc3) }
    2. CreateInterrupt { interrupt_id: None, action: FallSpecial, requirement: (AnimationEnd) }
    3. PreviousInterruptAddRequirement(InAir)
  7. if (OnGround)
    1. ChangeSubactionRestartFrame(SpecialSEnd)
    2. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
  8. else
    1. ChangeSubactionRestartFrame(SpecialAirSEnd)
    2. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
  9. loop Infinite times:
    1. LoopRest
    2. if (OnGround)
      1. SetEdgeSlide(StayOn)
      2. ChangeSubaction(SpecialSEnd)
      3. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
    3. else
      1. SetEdgeSlide(Airbourne)
      2. ChangeSubaction(SpecialAirSEnd)
      3. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }

Exit Script