PM3.02 - Ike - Action - 0x11d
Entry Script
- BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
- CreateInterrupt { interrupt_id: None, action: FallSpecial, requirement: (AnimationEnd) }
- PreviousInterruptAddRequirement(InAir)
- Subroutine(0x2dfd0)
- Subroutine(0x2ef28)
- Subroutine(0x2ef70)
- loop Infinite times:
- if (OnGround)
- SetEdgeSlide(Unknown(2))
- LedgeGrabEnable(Disable)
- CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }
- PreviousInterruptAddRequirement(OnGround)
- if (BoolIsTrue RandomAccessBool(EnableActionTransition))
- ChangeSubaction(SpecialSEnd)
- else
- ChangeSubactionRestartFrame(SpecialSEnd)
- BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
- UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
- else
- SetEdgeSlide(Airbourne)
- LedgeGrabEnable(EnableInFrontAndBehind)
- CreateInterrupt { interrupt_id: None, action: LandingFallSpecial, requirement: (OnGround) }
- if (BoolIsTrue RandomAccessBool(EnableActionTransition))
- ChangeSubaction(SpecialSAirEnd)
- else
- ChangeSubactionRestartFrame(SpecialSAirEnd)
- BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
- UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
- LoopRest
Exit Script