Brawl - Zelda - Action - 0x54 DownBound
            Entry Script (Common)
            - if (not(BoolIsTrue RandomAccessBool (0x1c))) - CreateInterrupt { interrupt_id: Some(10005), action: DamageFall, requirement: (InAir) }
 
- CreateInterrupt { interrupt_id: Some(10002), action: DamageFall, requirement: (AnimationEnd) }
- PreviousInterruptAddRequirement(InAir)
- CreateInterrupt { interrupt_id: Some(10014), action: DownStand, requirement: (OnGround) }
- PreviousInterruptAddRequirement(AnimationEnd)
- PreviousInterruptAddRequirement(not(BoolIsTrue LongtermAccessBool(StaminaDead)))
- PreviousInterruptAddRequirement((RandomAccessFloat (0x9) LessThanOrEqual scalar(0)))
- CreateInterrupt { interrupt_id: Some(10013), action: 0x4e, requirement: (OnGround) }
- PreviousInterruptAddRequirement(AnimationEnd)
- Subroutine(0x147ac)
- CallEveryFrame { thread_id: 9, script: 0x150fc }
- if (BoolIsTrue RandomAccessBool (0x1b)) - if (BoolIsTrue RandomAccessBool(EnableJabEnd)) - ChangeSubactionRestartFrame(DownDamageU3)
 
- else- ChangeSubactionRestartFrame(DownDamageD3)
 
 
- else- if (BoolIsTrue RandomAccessBool(EnableJabEnd)) - ChangeSubactionRestartFrame(DownDamageU)
 
- else- ChangeSubactionRestartFrame(DownDamageD)
 
 
- loop Infinite times: - if (OnGround) - SetEdgeSlide(StayOn)
- if (BoolIsTrue RandomAccessBool (0x1d)) - SetAirGround(6)
 
- UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
 
- else- SetEdgeSlide(Airbourne)
- if (BoolIsTrue RandomAccessBool (0x1d)) - SetAirGround(10)
 
- UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
 
- LoopRest
- BoolVariableSetTrue { variable: RandomAccessBool (0x1d) }
 
Exit Script (Common)