LXP2.1 - Ridley-Classic - Action - 0x3b CatchCut

Entry Script

  1. CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }
  2. PreviousInterruptAddRequirement(OnGround)
  3. PreviousInterruptAddRequirement(not(BoolIsTrue RandomAccessBool(SpecialsMovement)))
  4. CreateInterrupt { interrupt_id: None, action: Fall, requirement: (AnimationEnd) }
  5. PreviousInterruptAddRequirement(InAir)
  6. CreateInterrupt { interrupt_id: None, action: LandingHeavy, requirement: (BoolIsTrue RandomAccessBool(SpecialsMovement)) }
  7. PreviousInterruptAddRequirement(OnGround)
  8. if ((InternalConstantInt(PreviousAction) Equal scalar(282)))
    1. IntVariableSet { variable: RandomAccessInt (0x1), value: 60 }
  9. else
    1. IntVariableSet { variable: RandomAccessInt (0x1), value: 113 }
  10. IntVariableSet { variable: RandomAccessInt (0x0), value: 113 }
  11. loop Infinite times:
    1. if (OnGround)
      1. SetAirGround(45)
      2. SetEdgeSlide(StayOn)
      3. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
        1. UnknownEvent { namespace: 0x4, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 0 }), Bool(true)] }
      4. else
        1. UnknownEvent { namespace: 0x4, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 0 })] }
        2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
      5. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
    2. else
      1. SetAirGround(0)
      2. SetEdgeSlide(Airbourne)
      3. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
        1. UnknownEvent { namespace: 0x4, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 1 }), Bool(true)] }
      4. else
        1. UnknownEvent { namespace: 0x4, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 1 })] }
        2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
      5. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
    3. LoopRest

Exit Script (Common)