PM3.02 - Lucario - Action - 0x11a

Entry Script

  1. if ((InternalConstantInt(PreviousAction) Equal scalar(50)))
    1. CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }
    2. PreviousInterruptAddRequirement(OnGround)
    3. CreateInterrupt { interrupt_id: None, action: Fall, requirement: (AnimationEnd) }
    4. PreviousInterruptAddRequirement(InAir)
    5. SetEdgeSlide(Airbourne)
    6. SetAirGround(17)
    7. ChangeSubactionRestartFrame(AttackHi4)
  2. else
    1. if ((InternalConstantInt(PreviousAction) Equal scalar(277)))
      1. CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }
      2. PreviousInterruptAddRequirement(OnGround)
      3. CreateInterrupt { interrupt_id: None, action: Fall, requirement: (AnimationEnd) }
    2. else
      1. if ((InternalConstantInt(PreviousAction) Equal scalar(275)))
        1. BoolVariableSetFalse { variable: LongtermAccessBool (0x3e) }
        2. if (OnGround)
          1. IntVariableSet { variable: LongtermAccessInt (0x45), value: 28 }
        3. else
          1. IntVariableSet { variable: LongtermAccessInt (0x45), value: 472 }
        4. IntVariableSet { variable: RandomAccessInt (0x0), value: -1 }
        5. CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }
        6. PreviousInterruptAddRequirement(OnGround)
        7. CreateInterrupt { interrupt_id: None, action: Fall, requirement: (InAir) }
        8. PreviousInterruptAddRequirement(AnimationEnd)
        9. CallEveryFrame { thread_id: 9, script: 0x192b0 }
        10. loop Infinite times:
          1. if (OnGround)
            1. Subroutine(0x190c8)
            2. Subroutine(0x18fa8)
            3. SetAirGround(6)
            4. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
          2. else
            1. Subroutine(0x19110)
            2. Subroutine(0x18fa8)
            3. SetAirGround(10)
            4. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
          3. LoopRest
      2. else
        1. CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }
        2. PreviousInterruptAddRequirement(OnGround)
        3. CreateInterrupt { interrupt_id: None, action: Fall, requirement: (AnimationEnd) }
        4. PreviousInterruptAddRequirement(InAir)
        5. BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
        6. loop Infinite times:
          1. if (OnGround)
            1. SetEdgeSlide(StayOn)
            2. SetAirGround(6)
            3. if (not(BoolIsTrue RandomAccessBool(EnableActionTransition)))
              1. ChangeSubactionRestartFrame(SpecialNCancel)
            4. else
              1. ChangeSubaction(SpecialNCancel)
            5. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
          2. else
            1. SetEdgeSlide(Airbourne)
            2. SetAirGround(0)
            3. if (not(BoolIsTrue RandomAccessBool(EnableActionTransition)))
              1. ChangeSubactionRestartFrame(SpecialAirNCancel)
            4. else
              1. ChangeSubaction(SpecialAirNCancel)
            5. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
          3. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
          4. LoopRest

Exit Script