P+ - Zelda - Action - 0x116 Final

Entry Script

  1. FinalSmashEnter
  2. CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }
  3. PreviousInterruptAddRequirement(OnGround)
  4. CreateInterrupt { interrupt_id: None, action: Fall, requirement: (AnimationEnd) }
  5. PreviousInterruptAddRequirement(InAir)
  6. SetAirGround(50)
  7. GenerateArticle { article_id: 2, subaction_only: true }
  8. BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
  9. loop Infinite times:
    1. if (OnGround)
      1. SetEdgeSlide(StayOn)
      2. if (not(BoolIsTrue RandomAccessBool(EnableActionTransition)))
        1. ChangeSubactionRestartFrame(Final)
        2. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(2), Value(0), Bool(false)] }
      3. else
        1. ChangeSubaction(Final)
        2. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(2), Value(0), Bool(true)] }
      4. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
    2. else
      1. SetEdgeSlide(Airbourne)
      2. if (not(BoolIsTrue RandomAccessBool(EnableActionTransition)))
        1. ChangeSubactionRestartFrame(FinalAir)
        2. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(2), Value(1), Bool(false)] }
      3. else
        1. ChangeSubaction(FinalAir)
        2. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(2), Value(1), Bool(true)] }
      4. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
    3. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
    4. LoopRest

Exit Script

  1. ArticleAnimation(2)
  2. ArticleRemove(3)
  3. FinalSmashExit