P+ - Donkey Kong - Action - 0x134

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. if ((InternalConstantInt(CharacterDirection) Equal scalar(1)))
    1. if (BoolIsTrue RandomAccessBool(EnableJabLoop))
      1. IntVariableSet { variable: RandomAccessInt (0xb), value: 513 }
      2. IntVariableSet { variable: RandomAccessInt (0xc), value: 515 }
    2. else
      1. IntVariableSet { variable: RandomAccessInt (0xb), value: 509 }
      2. IntVariableSet { variable: RandomAccessInt (0xc), value: 511 }
  6. else
    1. if (BoolIsTrue RandomAccessBool(EnableJabLoop))
      1. IntVariableSet { variable: RandomAccessInt (0xb), value: 512 }
      2. IntVariableSet { variable: RandomAccessInt (0xc), value: 514 }
    2. else
      1. IntVariableSet { variable: RandomAccessInt (0xb), value: 508 }
      2. IntVariableSet { variable: RandomAccessInt (0xc), value: 510 }
  7. BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
  8. loop Infinite times:
    1. if (OnGround)
      1. SetEdgeSlide(StayOn)
      2. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
        1. UnknownEvent { namespace: 0x4, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 11 }), Bool(true)] }
      3. else
        1. UnknownEvent { namespace: 0x4, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 11 }), Bool(false)] }
        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. UnknownEvent { namespace: 0x4, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 12 }), Bool(true)] }
      3. else
        1. UnknownEvent { namespace: 0x4, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 12 }), Bool(false)] }
        2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
      4. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
    3. LoopRest

Exit Script

  1. ArticleRemove(0)
  2. FinalSmashExit