PM3.02 - King Dedede - Action - 0x12a

Entry Script

  1. IntVariableSet { variable: RandomAccessInt (0x0), value: 0 }
  2. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  3. CallEveryFrame { thread_id: 9, script: 0x2046c }
  4. CreateInterrupt { interrupt_id: None, action: 0x12b, requirement: (OnGround) }
  5. CreateInterrupt { interrupt_id: Some(10146), action: 0x12e, requirement: ((InternalConstantInt(ControlStickYAxis) LessThanOrEqual InternalConstantInt (0xc3d))) }
  6. DisableInterrupt(10146)
  7. SetEdgeSlide(Airbourne)
  8. if (FacingLeft)
    1. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
    2. FloatVariableSet { variable: RandomAccessFloat(EnableTurnWhenBelowZero), value: -1 }
  9. else
    1. BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
    2. FloatVariableSet { variable: RandomAccessFloat(EnableTurnWhenBelowZero), value: 1 }
  10. loop Infinite times:
    1. UnknownEvent { namespace: 0x0, code: 0x10, unk1: 0x0, arguments: [Value(10000), Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 0 })] }
    2. Case(0)
    3. ChangeSubactionRestartFrame(SpecialHiJump)
    4. Case(1)
    5. ChangeSubactionRestartFrame(SpecialHiLoop)
    6. EndSwitch
    7. LoopRest
    8. UnknownEvent { namespace: 0x0, code: 0x10, unk1: 0x0, arguments: [Value(10000), Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 0 })] }
    9. Case(0)
    10. if (AnimationEnd)
      1. IntVariableSet { variable: RandomAccessInt (0x0), value: 1 }
    11. Case(1)
    12. EndSwitch

Exit Script