PM3.02 - Diddy Kong - Action - 0x118

Entry Script

  1. BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
  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. CreateInterrupt { interrupt_id: None, action: EscapeAir, requirement: (ButtonPress value(3)) }
  7. PreviousInterruptAddRequirement(InAir)
  8. PreviousInterruptAddRequirement((InternalConstantInt(CurrentFrame) GreaterThan scalar(8)))
  9. loop Infinite times:
    1. if (OnGround)
      1. SetAirGround(6)
      2. SetEdgeSlide(Unknown(2))
      3. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
        1. ChangeSubaction(SpecialNShoot)
      4. else
        1. ChangeSubactionRestartFrame(SpecialNShoot)
        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(SpecialAirNShoot)
      4. else
        1. ChangeSubactionRestartFrame(SpecialAirNShoot)
        2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
      5. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
    3. LoopRest

Exit Script