LXP2.1 - Ridley-Classic - Action - 0x116 Final

Entry Script

  1. FinalSmashEnter
  2. UnknownEvent { namespace: 0x14, code: 0x5, unk1: 0x0, arguments: [Bool(false)] }
  3. CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }
  4. PreviousInterruptAddRequirement(OnGround)
  5. CreateInterrupt { interrupt_id: None, action: Fall, requirement: (AnimationEnd) }
  6. PreviousInterruptAddRequirement(InAir)
  7. BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
  8. loop Infinite times:
    1. if (OnGround)
      1. SetAirGround(15)
      2. SetEdgeSlide(Unknown(2))
      3. if (not(BoolIsTrue RandomAccessBool(EnableActionTransition)))
        1. ChangeSubactionRestartFrame(FinalStart)
      4. else
        1. ChangeSubaction(FinalStart)
      5. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
    2. else
      1. SetAirGround(12)
      2. SetEdgeSlide(Airbourne)
      3. if (not(BoolIsTrue RandomAccessBool(EnableActionTransition)))
        1. ChangeSubactionRestartFrame(FinalAirStart)
      4. else
        1. ChangeSubaction(FinalAirStart)
      5. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
    3. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
    4. LoopRest

Exit Script

  1. FinalSmashExit