P+ - R.O.B - Action - 0x11b

Entry Script

  1. BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
  2. CreateInterrupt { interrupt_id: None, action: 0x11d, requirement: (ButtonPress value(1)) }
  3. CreateInterrupt { interrupt_id: None, action: Wait, requirement: ((LongtermAccessFloat (0x14) GreaterThanOrEqual RandomAccessFloat(EnableTurnWhenBelowZero))) }
  4. PreviousInterruptAddRequirement(OnGround)
  5. CreateInterrupt { interrupt_id: None, action: 0x118, requirement: ((LongtermAccessFloat (0x14) GreaterThanOrEqual RandomAccessFloat(EnableTurnWhenBelowZero))) }
  6. PreviousInterruptAddRequirement(InAir)
  7. CreateInterrupt { interrupt_id: None, action: EscapeF, requirement: ((InternalConstantInt(ControlStickXAxisRelative) GreaterThanOrEqual InternalConstantInt (0xc4d))) }
  8. PreviousInterruptAddRequirement((InternalConstantInt (0x5209) LessThan InternalConstantInt (0x59fe)))
  9. PreviousInterruptAddRequirement(OnGround)
  10. CreateInterrupt { interrupt_id: None, action: EscapeB, requirement: ((InternalConstantInt(ControlStickXAxisRelativeReverse) GreaterThanOrEqual InternalConstantInt (0xc4d))) }
  11. PreviousInterruptAddRequirement((InternalConstantInt (0x5209) LessThan InternalConstantInt (0x59fe)))
  12. PreviousInterruptAddRequirement(OnGround)
  13. CreateInterrupt { interrupt_id: None, action: 0x118, requirement: (ShieldInputPress) }
  14. PreviousInterruptAddRequirement(OnGround)
  15. CreateInterrupt { interrupt_id: None, action: 0x118, requirement: (ShieldInputPress) }
  16. PreviousInterruptAddRequirement(InAir)
  17. loop Infinite times:
    1. if (OnGround)
      1. SetAirGround(6)
      2. SetEdgeSlide(Unknown(2))
      3. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
        1. ChangeSubaction(SpecialLwHold)
      4. else
        1. ChangeSubactionRestartFrame(SpecialLwHold)
        2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
      5. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
    2. else
      1. SetAirGround(10)
      2. SetEdgeSlide(Airbourne)
      3. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
        1. ChangeSubaction(SpecialAirLwHold)
      4. else
        1. ChangeSubactionRestartFrame(SpecialAirLwHold)
        2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
      5. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
    3. LoopRest

Exit Script