PM3.02 - Kirby - Action - 0x132

Entry Script

  1. UnknownEvent { namespace: 0x14, code: 0x5, unk1: 0x0, arguments: [Bool(false)] }
  2. BoolVariableSetFalse { variable: RandomAccessBool (0x1a) }
  3. CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }
  4. PreviousInterruptAddRequirement(OnGround)
  5. CreateInterrupt { interrupt_id: None, action: Fall, requirement: (AnimationEnd) }
  6. PreviousInterruptAddRequirement(InAir)
  7. CallEveryFrame { thread_id: 9, script: 0x36434 }
  8. if (FacingLeft)
    1. IntVariableSet { variable: RandomAccessInt (0x14), value: 515 }
    2. IntVariableSet { variable: RandomAccessInt (0x15), value: 517 }
  9. else
    1. IntVariableSet { variable: RandomAccessInt (0x14), value: 514 }
    2. IntVariableSet { variable: RandomAccessInt (0x15), value: 516 }
  10. loop Infinite times:
    1. if (OnGround)
      1. SetEdgeSlide(StayOn)
      2. if (BoolIsTrue RandomAccessBool (0x1a))
        1. UnknownEvent { namespace: 0x4, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 20 }), Bool(true)] }
      3. else
        1. UnknownEvent { namespace: 0x4, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 20 })] }
        2. BoolVariableSetTrue { variable: RandomAccessBool (0x1a) }
      4. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
    2. else
      1. SetEdgeSlide(Airbourne)
      2. if (BoolIsTrue RandomAccessBool (0x1a))
        1. UnknownEvent { namespace: 0x4, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 21 }), Bool(true)] }
      3. else
        1. UnknownEvent { namespace: 0x4, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 21 })] }
        2. BoolVariableSetTrue { variable: RandomAccessBool (0x1a) }
      4. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
    3. LoopRest

Exit Script

  1. FinalSmashExit