Brawl - Zelda - Action - 0x118
Entry Script
- CallEveryFrame { thread_id: 9, script: 0x17690 }
- BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
- CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }
- PreviousInterruptAddRequirement(OnGround)
- if ((InternalConstantInt (0xfb2) Equal scalar(0)))
- CreateInterrupt { interrupt_id: None, action: Fall, requirement: (AnimationEnd) }
- PreviousInterruptAddRequirement(InAir)
- else
- FloatVariableSet { variable: LongtermAccessFloat(SpecialLandingLag), value: InternalConstantInt (0xfa6) }
- CreateInterrupt { interrupt_id: None, action: FallSpecial, requirement: (AnimationEnd) }
- PreviousInterruptAddRequirement(InAir)
- loop Infinite times:
- if (OnGround)
- SetAirGround(6)
- SetEdgeSlide(StayOn)
- if (BoolIsTrue RandomAccessBool(EnableActionTransition))
- ChangeSubaction(SpecialSEnd)
- else
- ChangeSubactionRestartFrame(SpecialSEnd)
- BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
- UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
- else
- SetAirGround(101)
- SetEdgeSlide(Airbourne)
- if (BoolIsTrue RandomAccessBool(EnableActionTransition))
- ChangeSubaction(SpecialAirSEnd)
- else
- ChangeSubactionRestartFrame(SpecialAirSEnd)
- BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
- UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
- LoopRest
Exit Script