P+ - Donkey Kong - Action - 0x12f

Entry Script

  1. CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }
  2. PreviousInterruptAddRequirement(OnGround)
  3. CreateInterrupt { interrupt_id: None, action: Fall, requirement: (AnimationEnd) }
  4. PreviousInterruptAddRequirement(InAir)
  5. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  6. loop Infinite times:
    1. if (OnGround)
      1. SetEdgeSlide(StayOn)
      2. UnknownEvent { namespace: 0x8, code: 0x1, unk1: 0x0, arguments: [Value(0)] }
      3. SetAirGround(6)
      4. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
        1. ChangeSubactionRestartFrame(SpecialNCancel)
      5. else
        1. ChangeSubaction(SpecialNCancel)
      6. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
    2. else
      1. SetEdgeSlide(Airbourne)
      2. UnknownEvent { namespace: 0x8, code: 0x1, unk1: 0x0, arguments: [Value(4)] }
      3. SetAirGround(10)
      4. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
        1. ChangeSubactionRestartFrame(SpecialAirNCancel)
      5. else
        1. ChangeSubaction(SpecialAirNCancel)
      6. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
    3. BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
    4. LoopRest

Exit Script