P+ - Game & Watch - Action - 0x11b

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. Subroutine(0x26348)
  6. FloatVariableSet { variable: LongtermAccessFloat (0x14), value: 0 }
  7. GenerateArticle { article_id: 4, subaction_only: true }
  8. Subroutine(0x1785c)
  9. loop Infinite times:
    1. if (OnGround)
      1. SetEdgeSlide(StayOn)
      2. SetAirGround(6)
      3. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
        1. ChangeSubaction(SpecialLwShoot)
        2. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(4), Value(1), Bool(true)] }
      4. else
        1. ChangeSubactionRestartFrame(SpecialLwShoot)
        2. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(4), Value(1), Bool(false)] }
        3. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
      5. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
    2. else
      1. SetEdgeSlide(Airbourne)
      2. SetAirGround(10)
      3. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
        1. ChangeSubaction(SpecialAirLwShoot)
        2. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(4), Value(2), Bool(true)] }
      4. else
        1. ChangeSubactionRestartFrame(SpecialAirLwShoot)
        2. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(4), Value(2), Bool(false)] }
        3. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
      5. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
    3. UnknownEvent { namespace: 0x4, code: 0x5, unk1: 0x0, arguments: [Value(24)] }
    4. LoopRest

Exit Script

  1. ArticleAnimation(4)