Brawl - Zelda - Action - 0x11b
Entry Script
- CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }
- PreviousInterruptAddRequirement(OnGround)
- CreateInterrupt { interrupt_id: None, action: Fall, requirement: (AnimationEnd) }
- PreviousInterruptAddRequirement(InAir)
- UnknownEvent { namespace: 0xb, code: 0x2, unk1: 0x0, arguments: [Bool(true)] }
- BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
- loop Infinite times:
- if (OnGround)
- SetEdgeSlide(StayOn)
- SetAirGround(6)
- if (not(BoolIsTrue RandomAccessBool(EnableActionTransition)))
- ChangeSubactionRestartFrame(SpecialLw2)
- BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
- SyncWait(1.0)
- else
- ChangeSubaction(SpecialLw2)
- UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
- else
- SetEdgeSlide(Airbourne)
- SetAirGround(104)
- if (not(BoolIsTrue RandomAccessBool(EnableActionTransition)))
- ChangeSubactionRestartFrame(SpecialAirLw2)
- BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
- SyncWait(1.0)
- else
- ChangeSubaction(SpecialAirLw2)
- UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
- LoopRest
Exit Script