P+ - Zelda - Action - 0x118

Entry Script

  1. Subroutine(0x281f8)
  2. BoolVariableSetFalse { variable: RandomAccessBool (0x1c) }
  3. CallEveryFrame { thread_id: 9, script: 0x17690 }
  4. BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
  5. CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }
  6. PreviousInterruptAddRequirement(OnGround)
  7. CreateInterrupt { interrupt_id: None, action: Fall, requirement: (AnimationEnd) }
  8. PreviousInterruptAddRequirement(InAir)
  9. CreateInterrupt { interrupt_id: None, action: 0x118, requirement: (ButtonPress value(1)) }
  10. PreviousInterruptAddRequirement((InternalConstantInt(ControlStickXAxisAbsolute) GreaterThanOrEqual InternalConstantInt (0xc71)))
  11. PreviousInterruptAddRequirement(BoolIsTrue RandomAccessBool (0x1c))
  12. loop Infinite times:
    1. if (OnGround)
      1. SetAirGround(6)
      2. SetEdgeSlide(StayOn)
      3. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
        1. UnknownEvent { namespace: 0x4, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 11 }), Bool(true)] }
      4. else
        1. UnknownEvent { namespace: 0x4, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 11 })] }
        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. UnknownEvent { namespace: 0x4, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 12 }), Bool(true)] }
      4. else
        1. UnknownEvent { namespace: 0x4, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 12 })] }
        2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
      5. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
    3. LoopRest

Exit Script