LXP2.1 - Ridley-Classic - Action - 0x11f

Entry Script

  1. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  2. BoolVariableSetFalse { variable: RandomAccessBool(SpecialsMovement) }
  3. CreateInterrupt { interrupt_id: Some(10002), action: Fall, requirement: (InAir) }
  4. CreateInterrupt { interrupt_id: Some(10029), action: LandingFallSpecial, requirement: (OnGround) }
  5. DisableInterrupt(10029)
  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: None, action: 0x11c, requirement: (TouchingAFloorWallOrCeiling value(4)) }
  11. PreviousInterruptAddRequirement(BoolIsTrue RandomAccessBool(SpecialsMovement))
  12. PreviousInterruptAddRequirement((InternalConstantInt(CharacterDirection) GreaterThanOrEqual scalar(0)))
  13. CreateInterrupt { interrupt_id: None, action: 0x11c, requirement: (TouchingAFloorWallOrCeiling value(2)) }
  14. PreviousInterruptAddRequirement(BoolIsTrue RandomAccessBool(SpecialsMovement))
  15. PreviousInterruptAddRequirement((InternalConstantInt(CharacterDirection) LessThan scalar(0)))
  16. UnknownEvent { namespace: 0x8, code: 0x2, unk1: 0x0, arguments: [Value(2)] }
  17. CallEveryFrame { thread_id: 9, script: 0x1da20 }
  18. loop Infinite times:
    1. if (OnGround)
      1. SetAirGround(15)
      2. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
        1. ChangeSubaction(SpecialLw)
      3. else
        1. ChangeSubactionRestartFrame(SpecialLw)
        2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
      4. 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(SpecialLwAir)
      3. else
        1. ChangeSubactionRestartFrame(SpecialLwAir)
        2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
      4. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
    3. LoopRest

Exit Script