P+ - Donkey Kong - Action - 0x130

Entry Script

  1. if ((LongtermAccessInt(Temp1) GreaterThanOrEqual InternalConstantInt (0x5dc0)))
    1. UnknownEvent { namespace: 0x12, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: InternalConstant, data_type: Int, address: 24000 }), Variable(Variable { memory_type: LongtermAccess, data_type: Int, address: 64 })] }
    2. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }
  2. UnknownEvent { namespace: 0x12, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: LongtermAccess, data_type: Int, address: 64 }), Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 0 })] }
  3. IntVariableSet { variable: LongtermAccessInt(Temp1), value: 0 }
  4. CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }
  5. PreviousInterruptAddRequirement(OnGround)
  6. CreateInterrupt { interrupt_id: None, action: Fall, requirement: (AnimationEnd) }
  7. PreviousInterruptAddRequirement(InAir)
  8. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  9. loop Infinite times:
    1. if (OnGround)
      1. SetEdgeSlide(Unknown(2))
      2. SetAirGround(6)
      3. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
        1. if (BoolIsTrue RandomAccessBool(SpecialsMovement))
          1. ChangeSubactionRestartFrame(SpecialN_1)
        2. else
          1. ChangeSubactionRestartFrame(SpecialN)
      4. else
        1. if (BoolIsTrue RandomAccessBool(SpecialsMovement))
          1. ChangeSubaction(SpecialN_1)
        2. else
          1. ChangeSubaction(SpecialN)
      5. 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. if (BoolIsTrue RandomAccessBool(SpecialsMovement))
          1. ChangeSubactionRestartFrame(SpecialAirN_1)
        2. else
          1. ChangeSubactionRestartFrame(SpecialAirN)
      5. else
        1. if (BoolIsTrue RandomAccessBool(SpecialsMovement))
          1. ChangeSubaction(SpecialAirN_1)
        2. else
          1. ChangeSubaction(SpecialAirN)
      6. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
    3. BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
    4. LoopRest

Exit Script