Brawl - Zelda - Action - 0x11a
Entry Script
- if (OnGround)
- ChangeSubactionRestartFrame(SpecialHi)
- CreateInterrupt { interrupt_id: None, action: Fall, requirement: (InAir) }
- CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }
- else
- ChangeSubactionRestartFrame(SpecialAirHi)
- CreateInterrupt { interrupt_id: None, action: FallSpecial, requirement: (AnimationEnd) }
- CreateInterrupt { interrupt_id: None, action: LandingFallSpecial, requirement: (OnGround) }
- FloatVariableSet { variable: LongtermAccessFloat(SpecialLandingLag), value: InternalConstantInt (0xfb2) }
- FloatVariableSet { variable: LongtermAccessFloat(SpecialFallMobilityMultiplier), value: InternalConstantInt (0xfb1) }
Exit Script
- UnknownEvent { namespace: 0xb, code: 0x2, unk1: 0x0, arguments: [Bool(true)] }