LXP2.1 - Ridley-Classic - Action - 0x113 SpecialS

Entry Script

  1. if (OnGround)
    1. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  2. CreateInterrupt { interrupt_id: Some(10002), action: Fall, requirement: (InAir) }
  3. CreateInterrupt { interrupt_id: Some(10029), action: LandingFallSpecial, requirement: (OnGround) }
  4. DisableInterrupt(10029)
  5. CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }
  6. PreviousInterruptAddRequirement(OnGround)
  7. CreateInterrupt { interrupt_id: None, action: FallSpecial, requirement: (AnimationEnd) }
  8. PreviousInterruptAddRequirement(InAir)
  9. UnknownEvent { namespace: 0x8, code: 0x2, unk1: 0x0, arguments: [Value(1)] }
  10. Posture(3)
  11. Posture(4)
  12. UnknownEvent { namespace: 0xc, code: 0x1, unk1: 0x0, arguments: [] }
  13. CallEveryFrame { thread_id: 9, script: 0x1da20 }
  14. loop Infinite times:
    1. if (OnGround)
      1. SetAirGround(15)
      2. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
        1. ChangeSubaction(SpecialS)
      3. else
        1. ChangeSubactionRestartFrame(SpecialS)
        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(SpecialAirS)
      3. else
        1. ChangeSubactionRestartFrame(SpecialAirS)
        2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
      4. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
    3. LoopRest

Exit Script