P+ - Donkey Kong - Action - 0x26 AttackDash

Entry Script

  1. Subroutine(0x80fb25b4)
  2. PreviousInterruptAddRequirement(OnGround)
  3. RemoveCallEveryFrame { thread_id: 9 }
  4. CallEveryFrame { thread_id: 9, script: 0x13110 }
  5. CreateInterrupt { interrupt_id: None, action: Fall, requirement: (AnimationEnd) }
  6. PreviousInterruptAddRequirement(InAir)
  7. BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
  8. if (not(ButtonPress value(0)))
    1. IfStatementOr (not((InternalConstantInt(ControlStickYAxis) GreaterThanOrEqual InternalConstantInt (0xc56))))
    2. SetOrAddVelocity(SetOrAddVelocity { x_vel: 0.0, y_vel: 0.0, x_set: true, y_set: true })
  9. 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. ChangeSubaction(AttackDash)
      5. else
        1. ChangeSubactionRestartFrame(AttackDash)
        2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
      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. LedgeGrabEnable(Disable)
      4. SetAirGround(0)
      5. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
        1. ChangeSubaction(AttackDashAir)
      6. else
        1. ChangeSubactionRestartFrame(AttackDashAir)
        2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
      7. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
    3. LoopRest

Exit Script (Common)