P+ - Game & Watch - Action - 0x112 SpecialN

Entry Script

  1. CallEveryFrame { thread_id: 9, script: 0x1acdc }
  2. CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }
  3. PreviousInterruptAddRequirement(OnGround)
  4. CreateInterrupt { interrupt_id: None, action: Fall, requirement: (AnimationEnd) }
  5. PreviousInterruptAddRequirement(InAir)
  6. CreateInterrupt { interrupt_id: None, action: LandingHeavy, requirement: (ChangeInAirGroundState) }
  7. PreviousInterruptAddRequirement(OnGround)
  8. PreviousInterruptAddRequirement((RandomAccessFloat(EnableTurnWhenBelowZero) LessThan scalar(-1)))
  9. CreateInterrupt { interrupt_id: None, action: LandingHeavy, requirement: (ChangeInAirGroundState) }
  10. PreviousInterruptAddRequirement(OnGround)
  11. loop Infinite times:
    1. if (OnGround)
      1. SetEdgeSlide(StayOn)
      2. SetAirGround(6)
      3. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
        1. ChangeSubaction(SpecialN)
      4. else
        1. ChangeSubactionRestartFrame(SpecialN)
        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(SpecialAirN)
      4. else
        1. ChangeSubactionRestartFrame(SpecialAirN)
        2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
      5. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
    3. LoopRest

Exit Script