P+ - Meta Knight - Action - 0x11b

Entry Script

  1. CreateInterrupt { interrupt_id: Some(9992), action: LandingFallSpecial, requirement: (OnGround) }
  2. CreateInterrupt { interrupt_id: Some(10000), action: Wait, requirement: (AnimationEnd) }
  3. CreateInterrupt { interrupt_id: Some(10002), action: FallSpecial, requirement: (AnimationEnd) }
  4. DisableInterrupt(9992)
  5. if ((InternalConstantInt(ControlStickXAxisAbsolute) LessThan InternalConstantInt (0xc5c)))
    1. IntVariableSet { variable: RandomAccessInt (0x0), value: 474 }
    2. IntVariableSet { variable: RandomAccessInt (0x1), value: 475 }
    3. IntVariableSet { variable: RandomAccessInt(ThrowDataParam1), value: 2 }
    4. IntVariableSet { variable: RandomAccessInt(ThrowDataParam2), value: 3 }
  6. else
    1. if ((InternalConstantInt(ControlStickXAxisRelative) LessThan scalar(0)))
      1. IntVariableSet { variable: RandomAccessInt (0x0), value: 476 }
      2. IntVariableSet { variable: RandomAccessInt (0x1), value: 477 }
      3. IntVariableSet { variable: RandomAccessInt(ThrowDataParam1), value: 4 }
      4. IntVariableSet { variable: RandomAccessInt(ThrowDataParam2), value: 5 }
    2. else
      1. IntVariableSet { variable: RandomAccessInt (0x0), value: 478 }
      2. IntVariableSet { variable: RandomAccessInt (0x1), value: 479 }
      3. IntVariableSet { variable: RandomAccessInt(ThrowDataParam1), value: 6 }
      4. IntVariableSet { variable: RandomAccessInt(ThrowDataParam2), value: 7 }
  7. UnknownEvent { namespace: 0x9, code: 0x0, unk1: 0x0, arguments: [Value(2)] }
  8. loop Infinite times:
    1. if (OnGround)
      1. SetEdgeSlide(StayOn)
      2. if ((InternalConstantInt(CurrentSubaction) Equal RandomAccessInt (0x1)))
        1. IfStatementAnd ((InternalConstantInt(CurrentFrame) GreaterThanOrEqual scalar(15)))
        2. SetAirGround(6)
      3. if ((InternalConstantInt(CurrentSubaction) Equal RandomAccessInt (0x1)))
        1. UnknownEvent { namespace: 0x4, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 0 }), Bool(true)] }
        2. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(0), Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 2 }), Bool(true)] }
        3. UnknownEvent { namespace: 0x4, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 0 }), Bool(true)] }
      4. else
        1. UnknownEvent { namespace: 0x4, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 0 })] }
      5. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
      6. EnableInterrupt(10000)
      7. DisableInterrupt(10002)
      8. CreateInterrupt { interrupt_id: None, action: Fall, requirement: (InAir) }
    2. else
      1. SetEdgeSlide(Airbourne)
      2. if ((InternalConstantInt(CurrentSubaction) Equal RandomAccessInt (0x0)))
        1. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(0), Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 3 }), Bool(true)] }
        2. UnknownEvent { namespace: 0x4, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 1 }), Bool(true)] }
      3. else
        1. UnknownEvent { namespace: 0x4, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 1 })] }
      4. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
      5. DisableInterrupt(10000)
      6. EnableInterrupt(10002)
    3. LoopRest
    4. if (InAir)
      1. IfStatementAnd (BoolIsTrue RandomAccessBool(EnableActionTransition))
      2. UnknownEvent { namespace: 0x0, code: 0x6, unk1: 0x0, arguments: [] }

Exit Script

  1. ChangeHurtBoxStateAll { state: Normal }
  2. UnknownEvent { namespace: 0xb, code: 0x2, unk1: 0x0, arguments: [Bool(true)] }
  3. ArticleAnimation(0)
  4. ModelChanger { reference: 1, switch_index: 2, bone_group_index: 0 }