P+ - Zelda - Action - 0x117

Entry Script

  1. CallEveryFrame { thread_id: 9, script: 0x175c0 }
  2. BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
  3. CreateInterrupt { interrupt_id: None, action: 0x118, requirement: ((RandomAccessInt (0x0) LessThanOrEqual scalar(0))) }
  4. PreviousInterruptAddRequirement(not(ArticleExists value(0)))
  5. CreateInterrupt { interrupt_id: None, action: 0x118, requirement: (ButtonNotPressed value(1)) }
  6. CreateInterrupt { interrupt_id: None, action: 0x118, requirement: (BoolIsTrue RandomAccessBool (0x1d)) }
  7. loop Infinite times:
    1. if (OnGround)
      1. SetAirGround(6)
      2. SetEdgeSlide(StayOn)
      3. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
        1. ChangeSubaction(SpecialSLoop)
      4. else
        1. ChangeSubactionRestartFrame(SpecialSLoop)
        2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
      5. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
    2. else
      1. SetAirGround(101)
      2. SetEdgeSlide(Airbourne)
      3. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
        1. ChangeSubaction(SpecialAirSLoop)
      4. else
        1. ChangeSubactionRestartFrame(SpecialAirSLoop)
        2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
      5. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
    3. LoopRest

Exit Script