P+ - Zelda - Action - 0x11a

Entry Script

  1. if (ButtonPress value(1))
    1. IfStatementAnd ((InternalConstantInt(PreviousAction) Equal scalar(281)))
    2. BoolVariableSetTrue { variable: RandomAccessBool (0x1c) }
    3. if (InAir)
      1. IfStatementAnd ((RandomAccessInt (0x47a) LessThan scalar(10)))
      2. IntVariableSet { variable: RandomAccessInt (0x47a), value: 10 }
    4. ChangeHurtBoxStateAll { state: IntangibleFlashing }
    5. TagDisplay(false)
    6. Subroutine(0x267d8)
    7. UnknownEvent { namespace: 0x4, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 10 })] }
    8. CreateInterrupt { interrupt_id: None, action: 0x11a, requirement: (AnimationEnd) }
    9. loop Infinite times:
      1. if (OnGround)
        1. SetAirGround(6)
        2. SetEdgeSlide(StayOn)
        3. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
      2. else
        1. SetAirGround(10)
        2. SetEdgeSlide(Airbourne)
        3. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
      3. LoopRest
  2. else
    1. if (OnGround)
      1. ChangeSubactionRestartFrame(SpecialHi)
      2. CreateInterrupt { interrupt_id: None, action: Fall, requirement: (InAir) }
      3. CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }
    2. else
      1. SetAirGround(10)
      2. ChangeSubactionRestartFrame(SpecialAirHi)
      3. CreateInterrupt { interrupt_id: None, action: FallSpecial, requirement: (AnimationEnd) }
      4. CreateInterrupt { interrupt_id: None, action: LandingFallSpecial, requirement: (OnGround) }
      5. FloatVariableSet { variable: LongtermAccessFloat(SpecialLandingLag), value: InternalConstantInt (0xfb2) }
      6. FloatVariableSet { variable: LongtermAccessFloat(SpecialFallMobilityMultiplier), value: InternalConstantInt (0xfb1) }
    3. if (BoolIsTrue RandomAccessBool (0x1c))
      1. UnknownEvent { namespace: 0xe, code: 0x8, unk1: 0x0, arguments: [Scalar(0.0), Scalar(0.0), Scalar(0.0), Value(1)] }
      2. AddVelocity { x_vel: Variable(RandomAccessFloat(Address(6))), y_vel: Variable(RandomAccessFloat(Address(7))) }

Exit Script

  1. UnknownEvent { namespace: 0xb, code: 0x2, unk1: 0x0, arguments: [Bool(true)] }