PM3.02 - Diddy Kong - Action - 0x11a

Entry Script

  1. if ((InternalConstantInt(PreviousAction) Equal scalar(281)))
    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. loop Infinite times:
      1. if (OnGround)
        1. SetAirGround(6)
        2. SetEdgeSlide(Unknown(2))
        3. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
          1. ChangeSubaction(SpecialNBlow)
        4. else
          1. ChangeSubactionRestartFrame(SpecialNBlow)
          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(SpecialAirNBlow)
        4. else
          1. ChangeSubactionRestartFrame(SpecialAirNBlow)
          2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
        5. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
      3. LoopRest
  2. else
    1. CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }
    2. PreviousInterruptAddRequirement(OnGround)
    3. CreateInterrupt { interrupt_id: None, action: Fall, requirement: (AnimationEnd) }
    4. PreviousInterruptAddRequirement(InAir)
    5. BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
    6. loop Infinite times:
      1. if (OnGround)
        1. SetEdgeSlide(StayOn)
        2. SetAirGround(6)
        3. if (not(BoolIsTrue RandomAccessBool(EnableActionTransition)))
          1. ChangeSubactionRestartFrame(SpecialNCancel)
        4. else
          1. ChangeSubaction(SpecialNCancel)
        5. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
      2. else
        1. SetEdgeSlide(Airbourne)
        2. SetAirGround(10)
        3. if (not(BoolIsTrue RandomAccessBool(EnableActionTransition)))
          1. ChangeSubactionRestartFrame(SpecialAirNCancel)
        4. else
          1. ChangeSubaction(SpecialAirNCancel)
        5. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
      3. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
      4. LoopRest

Exit Script