PM3.02 - Wario-Man - Action - 0x12b

Entry Script

  1. if (OnGround)
    1. BoolVariableSetTrue { variable: RandomAccessBool (0x7a) }
  2. else
    1. BoolVariableSetFalse { variable: RandomAccessBool (0x7a) }
    2. CreateInterrupt { interrupt_id: Some(12577), action: LandingFallSpecial, requirement: (OnGround) }
  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. BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
  8. SlopeContourStand { leg_bone_parent: 1 }
  9. DisableMovement(DisableHorizontal)
  10. loop Infinite times:
    1. if (OnGround)
      1. SetEdgeSlide(Unknown(2))
      2. SetAirGround(10)
      3. if (not(BoolIsTrue RandomAccessBool(EnableActionTransition)))
        1. ChangeSubactionRestartFrame(ShoulderChargeImpact)
      4. else
        1. ChangeSubaction(ShoulderChargeImpact)
      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(ShoulderChargeAirImpact)
        2. CreateInterrupt { interrupt_id: Some(12576), action: LandingHeavy, requirement: (OnGround) }
      4. else
        1. ChangeSubaction(ShoulderChargeAirImpact)
        2. CreateInterrupt { interrupt_id: Some(12576), action: LandingHeavy, requirement: (OnGround) }
      5. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
    3. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
    4. LoopRest

Exit Script