LXP2.1 - Lucina - Action - 0x118

Entry Script

  1. if ((InternalConstantInt(PreviousAction) Equal scalar(279)))
    1. IfStatementAnd (OnGround)
    2. Subroutine(0x13db8)
    3. BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
    4. CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }
    5. PreviousInterruptAddRequirement(OnGround)
    6. CreateInterrupt { interrupt_id: None, action: Fall, requirement: (AnimationEnd) }
    7. PreviousInterruptAddRequirement(InAir)
    8. loop Infinite times:
      1. if (OnGround)
        1. BoolVariableSetTrue { variable: LongtermAccessBool (0x70) }
        2. BoolVariableSetFalse { variable: LongtermAccessBool (0x76) }
        3. SetEdgeSlide(StayOn)
        4. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
          1. ChangeSubaction(SpecialNEnd2)
        5. else
          1. ChangeSubactionRestartFrame(SpecialNEnd2)
          2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
        6. UnknownEvent { namespace: 0x8, code: 0x1, unk1: 0x0, arguments: [Value(0)] }
        7. DisableInterrupt(0)
        8. EnableInterrupt(1)
        9. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
      2. else
        1. SetEdgeSlide(Airbourne)
        2. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
          1. ChangeSubaction(SpecialAirNEnd2)
        3. else
          1. ChangeSubactionRestartFrame(SpecialAirNEnd2)
          2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
        4. UnknownEvent { namespace: 0x8, code: 0x1, unk1: 0x0, arguments: [Value(4)] }
        5. DisableInterrupt(0)
        6. EnableInterrupt(1)
        7. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
      3. LoopRest
  2. else
    1. if ((InternalConstantInt(PreviousAction) Equal scalar(279)))
      1. IfStatementAnd (InAir)
      2. Subroutine(0x13db8)
      3. BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
      4. CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }
      5. PreviousInterruptAddRequirement(OnGround)
      6. CreateInterrupt { interrupt_id: None, action: Fall, requirement: (AnimationEnd) }
      7. PreviousInterruptAddRequirement(InAir)
      8. loop Infinite times:
        1. if (OnGround)
          1. BoolVariableSetTrue { variable: LongtermAccessBool (0x70) }
          2. SetAirGround(16)
          3. SetEdgeSlide(Unknown(2))
          4. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
            1. ChangeSubaction(SpecialNEnd)
          5. else
            1. ChangeSubactionRestartFrame(SpecialNEnd)
            2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
          6. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
        2. else
          1. SetAirGround(10)
          2. SetEdgeSlide(Airbourne)
          3. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
            1. ChangeSubaction(SpecialAirNEnd)
          4. else
            1. ChangeSubactionRestartFrame(SpecialAirNEnd)
            2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
          5. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
        3. LoopRest

Exit Script

  1. BoolVariableSetFalse { variable: LongtermAccessBool (0x5a) }
  2. BoolVariableSetFalse { variable: LongtermAccessBool (0x5b) }
  3. BoolVariableSetFalse { variable: LongtermAccessBool (0x5c) }
  4. BoolVariableSetFalse { variable: LongtermAccessBool (0x5d) }
  5. BoolVariableSetFalse { variable: LongtermAccessBool (0x5e) }
  6. BoolVariableSetFalse { variable: LongtermAccessBool (0x5f) }