LXP2.1 - Lucina - Action - 0x11d

Entry Script

  1. if (BoolIsTrue LongtermAccessBool (0x73))
    1. BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
    2. CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }
    3. PreviousInterruptAddRequirement(OnGround)
    4. CreateInterrupt { interrupt_id: None, action: Fall, requirement: (AnimationEnd) }
    5. PreviousInterruptAddRequirement(InAir)
    6. loop Infinite times:
      1. if (OnGround)
        1. SetAirGround(16)
        2. SetEdgeSlide(Unknown(2))
        3. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
          1. ChangeSubaction(SpecialLwHit_1)
        4. else
          1. ChangeSubactionRestartFrame(SpecialLwHit_1)
          2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
        5. 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(SpecialAirLwHit_1)
        4. else
          1. ChangeSubactionRestartFrame(SpecialAirLwHit_1)
          2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
        5. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
      3. LoopRest
  2. else
    1. Subroutine(0x13630)
    2. CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }
    3. PreviousInterruptAddRequirement(OnGround)
    4. CreateInterrupt { interrupt_id: None, action: Fall, requirement: (AnimationEnd) }
    5. PreviousInterruptAddRequirement(InAir)
    6. CallEveryFrame { thread_id: 9, script: 0x2c4bc }
    7. loop Infinite times:
      1. if (OnGround)
        1. SetAirGround(16)
        2. SetEdgeSlide(Unknown(2))
        3. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
          1. ChangeSubaction(SpecialLw)
        4. else
          1. ChangeSubactionRestartFrame(SpecialLw)
          2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
        5. 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(SpecialAirLw)
        4. else
          1. ChangeSubactionRestartFrame(SpecialAirLw)
          2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
        5. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
      3. LoopRest

Exit Script