P+ - Donkey Kong - Action - 0x116 Final

Entry Script

  1. FinalSmashEnter
  2. UnknownEvent { namespace: 0x1f, code: 0x11, unk1: 0x0, arguments: [Value(2)] }
  3. GenerateArticle { article_id: 0, subaction_only: true }
  4. CreateInterrupt { interrupt_id: None, action: 0x133, requirement: (AnimationEnd) }
  5. FloatVariableSet { variable: RandomAccessFloat(EnableTurnWhenBelowZero), value: InternalConstantInt(CharacterDirection) }
  6. if ((InternalConstantInt(CharacterDirection) Equal scalar(1)))
    1. IntVariableSet { variable: RandomAccessInt (0xb), value: 502 }
    2. IntVariableSet { variable: RandomAccessInt (0xc), value: 504 }
    3. IntVariableSet { variable: RandomAccessInt (0xd), value: 1 }
    4. IntVariableSet { variable: RandomAccessInt (0xe), value: 3 }
  7. else
    1. IntVariableSet { variable: RandomAccessInt (0xb), value: 501 }
    2. IntVariableSet { variable: RandomAccessInt (0xc), value: 503 }
    3. IntVariableSet { variable: RandomAccessInt (0xd), value: 0 }
    4. IntVariableSet { variable: RandomAccessInt (0xe), value: 2 }
  8. BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
  9. 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)] }
        2. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(0), Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 13 }), 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. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(0), Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 13 }), Bool(false)] }
        3. 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)] }
        2. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(0), Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 14 }), 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. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(0), Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 14 }), Bool(false)] }
        3. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
      4. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
    3. LoopRest

Exit Script

  1. if ((InternalConstantInt(CurrentAction) NotEqual scalar(307)))
    1. FinalSmashExit
  2. if ((RandomAccessFloat(EnableTurnWhenBelowZero) Equal scalar(-1)))
    1. Posture(2)
    2. Posture(4)