PM3.02 - Diddy Kong - Action - 0x125

Entry Script

  1. BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
  2. CreateInterrupt { interrupt_id: None, action: 0x127, requirement: (ButtonNotPressed value(1)) }
  3. CreateInterrupt { interrupt_id: None, action: 0x127, requirement: (AnimationEnd) }
  4. if (OnGround)
    1. ChangeSubactionRestartFrame(SpecialHiCharge)
    2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
    3. BoolVariableSetFalse { variable: RandomAccessBool (0x11) }
  5. else
    1. ChangeSubactionRestartFrame(SpecialAirHiCharge)
    2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
    3. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  6. loop Infinite times:
    1. if (OnGround)
      1. SetAirGround(6)
      2. SetEdgeSlide(Unknown(2))
      3. if (BoolIsTrue RandomAccessBool (0x11))
        1. ChangeSubaction(SpecialHiCharge)
        2. BoolVariableSetFalse { variable: RandomAccessBool (0x11) }
      4. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
    2. else
      1. SetEdgeSlide(Airbourne)
      2. if (not(BoolIsTrue RandomAccessBool (0x11)))
        1. ChangeSubaction(SpecialAirHiCharge)
        2. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
      3. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
    3. LoopRest

Exit Script

  1. Armor { armor_type: None, tolerance: 0.0 }