P+ - Roy - Action - 0x117

Entry Script

  1. BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
  2. CallEveryFrame { thread_id: 9, script: 0x1e7d8 }
  3. CreateInterrupt { interrupt_id: None, action: 0x11a, requirement: ((RandomAccessInt (0x0) GreaterThanOrEqual scalar(120))) }
  4. PreviousInterruptAddRequirement(ButtonPress value(0))
  5. PreviousInterruptAddRequirement(OnGround)
  6. CreateInterrupt { interrupt_id: None, action: 0x118, requirement: (ButtonNotPressed value(1)) }
  7. CreateInterrupt { interrupt_id: None, action: 0x119, requirement: (BoolIsTrue RandomAccessBool (0x11)) }
  8. loop Infinite times:
    1. if (OnGround)
      1. SetAirGround(6)
      2. SetEdgeSlide(StayOn)
      3. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
        1. ChangeSubaction(SpecialNLoop)
      4. else
        1. ChangeSubactionRestartFrame(SpecialNLoop)
        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(SpecialAirNLoop)
      4. else
        1. ChangeSubactionRestartFrame(SpecialAirNLoop)
        2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
      5. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
    3. LoopRest

Exit Script