P+ - Jigglypuff - Action - 0x116 Final

Entry Script

  1. BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
  2. FinalSmashEnter
  3. UnknownEvent { namespace: 0x14, code: 0x5, unk1: 0x0, arguments: [Bool(false)] }
  4. if (FacingRight)
    1. IntVariableSet { variable: RandomAccessInt (0x0), value: 492 }
    2. IntVariableSet { variable: RandomAccessInt (0x1), value: 497 }
  5. else
    1. IntVariableSet { variable: RandomAccessInt (0x0), value: 491 }
    2. IntVariableSet { variable: RandomAccessInt (0x1), value: 496 }
  6. 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: 0 }), Bool(true)] }
        2. UnknownEvent { namespace: 0x4, code: 0x7, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Float, address: 6 })] }
      3. else
        1. UnknownEvent { namespace: 0x4, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 0 })] }
        2. UnknownEvent { namespace: 0x4, code: 0x7, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Float, address: 6 })] }
        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: 1 }), Bool(true)] }
        2. UnknownEvent { namespace: 0x4, code: 0x7, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Float, address: 6 })] }
      3. else
        1. UnknownEvent { namespace: 0x4, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 1 })] }
        2. UnknownEvent { namespace: 0x4, code: 0x7, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Float, address: 6 })] }
        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(286)))
    1. FinalSmashExit