LXP2.1 - Geno - Action - 0x115 SpecialLw

Entry Script

  1. BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
  2. BoolVariableSetFalse { variable: RandomAccessBool(SpecialsMovement) }
  3. BoolVariableSetFalse { variable: RandomAccessBool(EnableGlide) }
  4. BoolVariableSetFalse { variable: RandomAccessBool(EnableJabLoop) }
  5. BoolVariableSetFalse { variable: RandomAccessBool (0x15) }
  6. IntVariableSet { variable: RandomAccessInt (0x0), value: 0 }
  7. CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }
  8. PreviousInterruptAddRequirement(OnGround)
  9. CreateInterrupt { interrupt_id: None, action: Fall, requirement: (AnimationEnd) }
  10. PreviousInterruptAddRequirement(InAir)
  11. CreateInterrupt { interrupt_id: Some(10002), action: Fall, requirement: (InAir) }
  12. DisableInterrupt(10002)
  13. CreateInterrupt { interrupt_id: Some(10026), action: LandingHeavy, requirement: (OnGround) }
  14. DisableInterrupt(10026)
  15. CallEveryFrame { thread_id: 9, script: 0x1ff40 }
  16. loop Infinite times:
    1. if (OnGround)
      1. SetAirGround(6)
      2. SetEdgeSlide(Unknown(2))
      3. UnknownEvent { namespace: 0x0, code: 0x10, unk1: 0x0, arguments: [Value(10000), Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 0 })] }
      4. Case(0)
      5. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
        1. ChangeSubaction(SpecialLwStart)
        2. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(0), Value(0), Bool(true)] }
      6. else
        1. ChangeSubactionRestartFrame(SpecialLwStart)
        2. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(0), Value(0)] }
        3. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
      7. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: BoolIsTrue }, Variable(Variable { memory_type: RandomAccess, data_type: Bool, address: 19 })] }
      8. UnknownEvent { namespace: 0x4, code: 0x3, unk1: 0x0, arguments: [Requirement { flip: false, ty: ButtonNotPressed }, Value(1)] }
      9. Case(1)
      10. if (BoolIsTrue RandomAccessBool(EnableJabLoop))
        1. ChangeSubaction(SpecialLwHold)
        2. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(0), Value(1), Bool(true)] }
      11. else
        1. ChangeSubactionRestartFrame(SpecialLwHold)
        2. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(0), Value(1)] }
        3. BoolVariableSetTrue { variable: RandomAccessBool(EnableJabLoop) }
      12. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: ButtonNotPressed }, Value(1)] }
      13. Case(2)
      14. if (BoolIsTrue RandomAccessBool(SpecialsMovement))
        1. ChangeSubaction(SpecialLwShoot)
        2. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(0), Value(2), Bool(true)] }
      15. else
        1. ChangeSubactionRestartFrame(SpecialLwShoot)
        2. Subroutine(0x7440)
        3. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(0), Value(2)] }
        4. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }
      16. EnableInterrupt(10002)
      17. DisableInterrupt(10026)
      18. EndSwitch
      19. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
    2. else
      1. SetAirGround(0)
      2. SetEdgeSlide(Airbourne)
      3. UnknownEvent { namespace: 0x0, code: 0x10, unk1: 0x0, arguments: [Value(10000), Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 0 })] }
      4. Case(0)
      5. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
        1. ChangeSubaction(SpecialAirLwStart)
        2. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(0), Value(3), Bool(true)] }
      6. else
        1. ChangeSubactionRestartFrame(SpecialAirLwStart)
        2. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(0), Value(3)] }
        3. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
      7. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: BoolIsTrue }, Variable(Variable { memory_type: RandomAccess, data_type: Bool, address: 19 })] }
      8. UnknownEvent { namespace: 0x4, code: 0x3, unk1: 0x0, arguments: [Requirement { flip: false, ty: ButtonNotPressed }, Value(1)] }
      9. Case(1)
      10. if (BoolIsTrue RandomAccessBool(EnableJabLoop))
        1. ChangeSubaction(SpecialAirLwHold)
        2. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(0), Value(4), Bool(true)] }
      11. else
        1. ChangeSubactionRestartFrame(SpecialAirLwHold)
        2. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(0), Value(4)] }
        3. BoolVariableSetTrue { variable: RandomAccessBool(EnableJabLoop) }
      12. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: ButtonNotPressed }, Value(1)] }
      13. Case(2)
      14. if (BoolIsTrue RandomAccessBool(SpecialsMovement))
        1. ChangeSubaction(SpecialAirLwShoot)
        2. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(0), Value(5), Bool(true)] }
      15. else
        1. ChangeSubactionRestartFrame(SpecialAirLwShoot)
        2. Subroutine(0x7440)
        3. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(0), Value(5)] }
        4. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }
      16. DisableInterrupt(10002)
      17. EnableInterrupt(10026)
      18. EndSwitch
      19. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
    3. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: AnimationEnd }] }
    4. LoopRest
    5. UnknownEvent { namespace: 0x0, code: 0x10, unk1: 0x0, arguments: [Value(10000), Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 0 })] }
    6. Case(0)
    7. if (ButtonHeld value(1))
      1. if (AnimationEnd)
        1. IntVariableSet { variable: RandomAccessInt (0x0), value: 1 }
    8. else
      1. IntVariableSet { variable: RandomAccessInt (0x0), value: 2 }
    9. Case(1)
    10. if (ButtonNotPressed value(1))
      1. IntVariableSet { variable: RandomAccessInt (0x0), value: 2 }
    11. Case(2)
    12. EndSwitch

Exit Script

  1. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(16), Bool(true), Bool(true)] }