P+ - Kirby - Action - 0x115 SpecialLw

Entry Script

  1. if (OnGround)
    1. CreateInterrupt { interrupt_id: Some(10002), action: Fall, requirement: (InAir) }
    2. CreateInterrupt { interrupt_id: Some(10001), action: Fall, requirement: (AnimationEnd) }
    3. DisableInterrupt(10001)
    4. CreateInterrupt { interrupt_id: Some(10000), action: SquatWait, requirement: (AnimationEnd) }
    5. ToggleInterrupt { interrupt_type: GroundOther, interrupt_id: 10051 }
    6. SetEdgeSlide(Unknown(2))
    7. SetAirGround(17)
    8. ChangeSubactionRestartFrame(AttackLw32)
    9. loop Infinite times:
      1. if (not(BoolIsTrue RandomAccessBool(EnableActionTransition)))
        1. if (HitboxHasConnected value(2))
          1. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
          2. DisableInterrupt(10000)
          3. EnableInterrupt(10001)
          4. DisableInterrupt(10002)
          5. DeleteAllHitBoxes
          6. ChangeSubactionRestartFrame(AttackLw32Hit)
      2. SyncWait(1.0)
  2. else
    1. BoolVariableSetFalse { variable: LongtermAccessBool(Deflection) }
    2. IntVariableSet { variable: LongtermAccessInt (0x45), value: 502 }
    3. IntVariableSet { variable: LongtermAccessInt (0x46), value: 506 }
    4. CreateInterrupt { interrupt_id: None, action: 0x12c, requirement: (AnimationEnd) }
    5. GenerateArticle { article_id: 3, subaction_only: true }
    6. ArticleVisibility { article_id: 3, visibility: false }
    7. loop Infinite times:
      1. if (OnGround)
        1. Subroutine(0x3c718)
        2. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
      2. else
        1. SetAirGround(0)
        2. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
      3. Subroutine(0x3c748)
      4. LoopRest

Exit Script