P+ - Game & Watch - Action - 0x11c

Entry Script

  1. if (FacingRight)
    1. FloatVariableSet { variable: RandomAccessFloat(EnableTurnWhenBelowZero), value: 1 }
  2. else
    1. FloatVariableSet { variable: RandomAccessFloat(EnableTurnWhenBelowZero), value: -1 }
  3. CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }
  4. PreviousInterruptAddRequirement(OnGround)
  5. CreateInterrupt { interrupt_id: None, action: Fall, requirement: (AnimationEnd) }
  6. PreviousInterruptAddRequirement(InAir)
  7. CallEveryFrame { thread_id: 9, script: 0x11c88 }
  8. loop Infinite times:
    1. if (OnGround)
      1. SetEdgeSlide(StayOn)
      2. SetAirGround(6)
      3. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
        1. ChangeSubaction(SpecialLwEnd)
      4. else
        1. ChangeSubactionRestartFrame(SpecialLwEnd)
        2. 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(0)
      3. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
        1. ChangeSubaction(SpecialAirLwEnd)
      4. else
        1. ChangeSubactionRestartFrame(SpecialAirLwEnd)
        2. 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