P+ - Fox - Action - 0x115 SpecialLw

Entry Script

  1. CreateInterrupt { interrupt_id: None, action: 0x11a, requirement: (AnimationEnd) }
  2. UnknownEvent { namespace: 0x12, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: InternalConstant, data_type: Int, address: 24010 }), Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 2 })] }
  3. FloatVariableSet { variable: LongtermAccessFloat(CurryAngle1), value: InternalConstantInt(HorizontalCharacterVelocity) }
  4. if (OnGround)
    1. FloatVariableMultiply { variable: LongtermAccessFloat(CurryAngle1), value: 1.1 }
  5. else
    1. FloatVariableMultiply { variable: LongtermAccessFloat(CurryAngle1), value: -0.05 }
  6. AddVelocity { x_vel: Variable(LongtermAccessFloat(CurryAngle1)), y_vel: Constant(0.0) }
  7. loop Infinite times:
    1. if (OnGround)
      1. SetEdgeSlide(StayOn)
      2. SetAirGround(6)
      3. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
        1. ChangeSubaction(SpecialLwStart)
      4. else
        1. ChangeSubactionRestartFrame(SpecialLwStart)
        2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
      5. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
    2. else
      1. if ((InternalConstantInt(CurrentSubaction) Equal scalar(480)))
        1. FloatVariableSet { variable: LongtermAccessFloat(CurryAngle1), value: InternalConstantInt(HorizontalCharacterVelocity) }
        2. FloatVariableMultiply { variable: LongtermAccessFloat(CurryAngle1), value: -0.3 }
        3. AddVelocity { x_vel: Variable(LongtermAccessFloat(CurryAngle1)), y_vel: Constant(0.0) }
      2. SetEdgeSlide(Airbourne)
      3. SetAirGround(10)
      4. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
        1. ChangeSubaction(SpecialAirLwStart)
      5. else
        1. ChangeSubactionRestartFrame(SpecialAirLwStart)
        2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
      6. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
    3. LoopRest

Exit Script