PM3.02 - Donkey Kong - Action - 0x127

Entry Script

  1. if ((InternalConstantInt(PreviousAction) Equal scalar(38)))
    1. CallEveryFrame { thread_id: 9, script: 0x27618 }
    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. SetEdgeSlide(StayOn)
        2. UnknownEvent { namespace: 0x8, code: 0x1, unk1: 0x0, arguments: [Value(0)] }
        3. SetAirGround(6)
        4. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
          1. ChangeSubactionRestartFrame(AttackDash)
        5. else
          1. ChangeSubaction(AttackDash)
        6. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
      2. else
        1. SetEdgeSlide(Airbourne)
        2. UnknownEvent { namespace: 0x8, code: 0x1, unk1: 0x0, arguments: [Value(4)] }
        3. LedgeGrabEnable(Disable)
        4. SetAirGround(0)
        5. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
          1. ChangeSubactionRestartFrame(AttackDashAir)
        6. else
          1. ChangeSubaction(AttackDashAir)
        7. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
      3. BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
      4. LoopRest
  2. else
    1. Subroutine(0x1ec18)
    2. CallEveryFrame { thread_id: 9, script: 0x2a498 }
    3. CreateInterrupt { interrupt_id: None, action: 0x128, requirement: (OnGround) }
    4. ChangeSubactionRestartFrame(ThrowFFall_1)

Exit Script