LXP2.1 - Geno - Action - 0x112 SpecialN

Entry Script

  1. BoolVariableSetTrue { variable: LongtermAccessBool (0x75) }
  2. BoolVariableSetFalse { variable: LongtermAccessBool (0x76) }
  3. BoolVariableSetFalse { variable: LongtermAccessBool (0x77) }
  4. FloatVariableSet { variable: LongtermAccessFloat (0x3d), value: 0 }
  5. IntVariableSet { variable: RandomAccessInt (0x0), value: 0 }
  6. CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }
  7. PreviousInterruptAddRequirement(OnGround)
  8. CreateInterrupt { interrupt_id: None, action: Fall, requirement: (AnimationEnd) }
  9. PreviousInterruptAddRequirement(InAir)
  10. CreateInterrupt { interrupt_id: Some(10002), action: Fall, requirement: (InAir) }
  11. DisableInterrupt(10002)
  12. CreateInterrupt { interrupt_id: Some(10026), action: LandingHeavy, requirement: (OnGround) }
  13. DisableInterrupt(10026)
  14. CallEveryFrame { thread_id: 9, script: 0x2df18 }
  15. 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(SpecialNStart)
      6. else
        1. ChangeSubactionRestartFrame(SpecialNStart)
        2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
      7. Case(1)
      8. if (BoolIsTrue RandomAccessBool (0x11))
        1. ChangeSubaction(SpecialNHold)
      9. else
        1. ChangeSubactionRestartFrame(SpecialNHold)
        2. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
      10. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: ShieldInputPress }] }
      11. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: BoolIsTrue }, Variable(Variable { memory_type: RandomAccess, data_type: Bool, address: 22 })] }
      12. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: BoolIsTrue }, Variable(Variable { memory_type: RandomAccess, data_type: Bool, address: 23 })] }
      13. Case(2)
      14. if (BoolIsTrue RandomAccessBool(SpecialsMovement))
        1. ChangeSubaction(SpecialNHold2)
      15. else
        1. ChangeSubactionRestartFrame(SpecialNHold2)
        2. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }
      16. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: ShieldInputPress }] }
      17. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: BoolIsTrue }, Variable(Variable { memory_type: RandomAccess, data_type: Bool, address: 22 })] }
      18. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: BoolIsTrue }, Variable(Variable { memory_type: RandomAccess, data_type: Bool, address: 23 })] }
      19. Case(3)
      20. if (BoolIsTrue RandomAccessBool(EnableGlide))
        1. ChangeSubaction(SpecialNHold3)
      21. else
        1. ChangeSubactionRestartFrame(SpecialNHold3)
        2. BoolVariableSetTrue { variable: RandomAccessBool(EnableGlide) }
      22. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: ShieldInputPress }] }
      23. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: BoolIsTrue }, Variable(Variable { memory_type: RandomAccess, data_type: Bool, address: 22 })] }
      24. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: BoolIsTrue }, Variable(Variable { memory_type: RandomAccess, data_type: Bool, address: 23 })] }
      25. Case(4)
      26. if (BoolIsTrue RandomAccessBool(EnableJabLoop))
        1. ChangeSubaction(SpecialNMax)
      27. else
        1. ChangeSubactionRestartFrame(SpecialNMax)
        2. BoolVariableSetTrue { variable: RandomAccessBool(EnableJabLoop) }
      28. Case(5)
      29. if (BoolIsTrue RandomAccessBool (0x15))
        1. ChangeSubaction(SpecialNShoot)
      30. else
        1. ChangeSubactionRestartFrame(SpecialNShoot)
        2. BoolVariableSetTrue { variable: RandomAccessBool (0x15) }
      31. EnableInterrupt(10002)
      32. DisableInterrupt(10026)
      33. Case(6)
      34. if (BoolIsTrue RandomAccessBool (0x15))
        1. ChangeSubaction(SpecialNCancel)
      35. else
        1. ChangeSubactionRestartFrame(SpecialNCancel)
        2. BoolVariableSetTrue { variable: RandomAccessBool (0x15) }
      36. EnableInterrupt(10002)
      37. DisableInterrupt(10026)
      38. EndSwitch
      39. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
    2. else
      1. SetAirGround(10)
      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(SpecialAirNStart)
      6. else
        1. ChangeSubactionRestartFrame(SpecialAirNStart)
        2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
      7. Case(1)
      8. if (BoolIsTrue RandomAccessBool (0x11))
        1. ChangeSubaction(SpecialAirNHold)
      9. else
        1. ChangeSubactionRestartFrame(SpecialAirNHold)
        2. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
      10. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: ShieldInputPress }] }
      11. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: BoolIsTrue }, Variable(Variable { memory_type: RandomAccess, data_type: Bool, address: 22 })] }
      12. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: BoolIsTrue }, Variable(Variable { memory_type: RandomAccess, data_type: Bool, address: 23 })] }
      13. Case(2)
      14. if (BoolIsTrue RandomAccessBool(SpecialsMovement))
        1. ChangeSubaction(SpecialAirNHold2)
      15. else
        1. ChangeSubactionRestartFrame(SpecialAirNHold2)
        2. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }
      16. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: ShieldInputPress }] }
      17. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: BoolIsTrue }, Variable(Variable { memory_type: RandomAccess, data_type: Bool, address: 22 })] }
      18. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: BoolIsTrue }, Variable(Variable { memory_type: RandomAccess, data_type: Bool, address: 23 })] }
      19. Case(3)
      20. if (BoolIsTrue RandomAccessBool(EnableGlide))
        1. ChangeSubaction(SpecialAirNHold3)
      21. else
        1. ChangeSubactionRestartFrame(SpecialAirNHold3)
        2. BoolVariableSetTrue { variable: RandomAccessBool(EnableGlide) }
      22. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: ShieldInputPress }] }
      23. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: BoolIsTrue }, Variable(Variable { memory_type: RandomAccess, data_type: Bool, address: 22 })] }
      24. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: BoolIsTrue }, Variable(Variable { memory_type: RandomAccess, data_type: Bool, address: 23 })] }
      25. Case(4)
      26. if (BoolIsTrue RandomAccessBool(EnableJabLoop))
        1. ChangeSubaction(SpecialAirNMax)
      27. else
        1. ChangeSubactionRestartFrame(SpecialAirNMax)
        2. BoolVariableSetTrue { variable: RandomAccessBool(EnableJabLoop) }
      28. Case(5)
      29. if (BoolIsTrue RandomAccessBool (0x15))
        1. ChangeSubaction(SpecialAirNShoot)
      30. else
        1. ChangeSubactionRestartFrame(SpecialAirNShoot)
        2. BoolVariableSetTrue { variable: RandomAccessBool (0x15) }
      31. DisableInterrupt(10002)
      32. EnableInterrupt(10026)
      33. Case(6)
      34. if (BoolIsTrue RandomAccessBool (0x15))
        1. ChangeSubaction(SpecialAirNCancel)
      35. else
        1. ChangeSubactionRestartFrame(SpecialAirNCancel)
        2. BoolVariableSetTrue { variable: RandomAccessBool (0x15) }
      36. DisableInterrupt(10002)
      37. EnableInterrupt(10026)
      38. EndSwitch
      39. 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 (ShieldInputPress)
      1. IntVariableSet { variable: RandomAccessInt (0x0), value: 6 }
    8. else
      1. if ((LongtermAccessFloat (0x3c) Equal scalar(3)))
        1. FloatVariableSet { variable: LongtermAccessFloat (0x3d), value: 3 }
        2. IntVariableSet { variable: RandomAccessInt (0x0), value: 5 }
      2. else
        1. if ((LongtermAccessFloat (0x3c) Equal scalar(2)))
          1. FloatVariableSet { variable: LongtermAccessFloat (0x3d), value: 2 }
          2. IntVariableSet { variable: RandomAccessInt (0x0), value: 3 }
          3. SoundEffect1(28405)
          4. SoundEffect1(28405)
        2. else
          1. if ((LongtermAccessFloat (0x3c) Equal scalar(1)))
            1. FloatVariableSet { variable: LongtermAccessFloat (0x3d), value: 1 }
            2. IntVariableSet { variable: RandomAccessInt (0x0), value: 2 }
            3. SoundEffect1(28404)
            4. SoundEffect1(28404)
          2. else
            1. BoolVariableSetTrue { variable: LongtermAccessBool (0x76) }
            2. IntVariableSet { variable: RandomAccessInt (0x0), value: 1 }
            3. SoundEffect1(28403)
            4. SoundEffect1(28403)
    9. Case(1)
    10. if (ShieldInputPress)
      1. IfStatementOr (BoolIsTrue RandomAccessBool (0x17))
      2. IntVariableSet { variable: RandomAccessInt (0x0), value: 6 }
    11. else
      1. if (BoolIsTrue RandomAccessBool(EnableAutoJab))
        1. IntVariableSet { variable: RandomAccessInt (0x0), value: 2 }
        2. SoundEffect1(28404)
        3. SoundEffect1(28404)
    12. Case(2)
    13. if (ShieldInputPress)
      1. IfStatementOr (BoolIsTrue RandomAccessBool (0x17))
      2. IntVariableSet { variable: RandomAccessInt (0x0), value: 6 }
    14. else
      1. if (BoolIsTrue RandomAccessBool(EnableAutoJab))
        1. IntVariableSet { variable: RandomAccessInt (0x0), value: 3 }
        2. SoundEffect1(28405)
        3. SoundEffect1(28405)
    15. Case(3)
    16. if (ShieldInputPress)
      1. IfStatementOr (BoolIsTrue RandomAccessBool (0x17))
      2. IntVariableSet { variable: RandomAccessInt (0x0), value: 6 }
    17. else
      1. if (BoolIsTrue RandomAccessBool(EnableAutoJab))
        1. IntVariableSet { variable: RandomAccessInt (0x0), value: 4 }
    18. Case(4)
    19. if (AnimationEnd)
      1. IntVariableSet { variable: RandomAccessInt (0x0), value: 5 }
    20. Case(5)
    21. Case(6)
    22. EndSwitch

Exit Script

  1. SoundEffectStop(28403)
  2. SoundEffectStop(28404)
  3. SoundEffectStop(28405)
  4. ArticleRemove(0)
  5. if ((InternalConstantInt(CurrentAction) NotEqual scalar(0)))
    1. IfStatementAnd ((InternalConstantInt(CurrentAction) NotEqual scalar(14)))
    2. IfStatementAnd (BoolIsTrue LongtermAccessBool (0x75))
    3. FloatVariableSet { variable: LongtermAccessFloat (0x3c), value: 0 }
    4. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(25100301), Bool(true), Bool(true)] }