PM3.02 - Wario - Action - 0x12c
Entry Script
- BoolVariableSetFalse { variable: RandomAccessBool (0x79) }
- CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }
- PreviousInterruptAddRequirement(OnGround)
- PreviousInterruptAddRequirement(BoolIsTrue RandomAccessBool (0x7a))
- CreateInterrupt { interrupt_id: None, action: Fall, requirement: (AnimationEnd) }
- PreviousInterruptAddRequirement(InAir)
- PreviousInterruptAddRequirement(BoolIsTrue RandomAccessBool (0x7a))
- CreateInterrupt { interrupt_id: None, action: FallSpecial, requirement: (AnimationEnd) }
- PreviousInterruptAddRequirement(InAir)
- CreateInterrupt { interrupt_id: None, action: 0x12b, requirement: (EnteringOrIsInHitLag) }
- CreateInterrupt { interrupt_id: None, action: 0x12b, requirement: (TouchingAFloorWallOrCeiling value(2)) }
- PreviousInterruptAddRequirement((InternalConstantInt(CharacterDirection) LessThan scalar(0)))
- PreviousInterruptAddRequirement(BoolIsTrue RandomAccessBool (0x79))
- CreateInterrupt { interrupt_id: None, action: 0x12b, requirement: (TouchingAFloorWallOrCeiling value(4)) }
- PreviousInterruptAddRequirement((InternalConstantInt(CharacterDirection) GreaterThan scalar(0)))
- PreviousInterruptAddRequirement(BoolIsTrue RandomAccessBool (0x79))
- CreateInterrupt { interrupt_id: None, action: 0x126, requirement: ((InternalConstantInt(ControlStickYAxis) GreaterThanOrEqual InternalConstantInt (0xc72))) }
- PreviousInterruptAddRequirement(BoolIsTrue RandomAccessBool (0x79))
- PreviousInterruptAddRequirement(BoolIsTrue RandomAccessBool (0x7a))
- PreviousInterruptAddRequirement(TapJumpOn)
- CreateInterrupt { interrupt_id: None, action: 0x126, requirement: (ButtonPress value(2)) }
- PreviousInterruptAddRequirement(BoolIsTrue RandomAccessBool (0x79))
- PreviousInterruptAddRequirement(BoolIsTrue RandomAccessBool (0x7a))
- BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
- SlopeContourStand { leg_bone_parent: 1 }
- DisableMovement(DisableHorizontal)
- if (OnGround)
- BoolVariableSetTrue { variable: RandomAccessBool (0x7a) }
- loop Infinite times:
- if (OnGround)
- SetEdgeSlide(StayOn)
- SetAirGround(10)
- if (not(BoolIsTrue RandomAccessBool(EnableActionTransition)))
- ChangeSubactionRestartFrame(ShoulderCharge_1)
- else
- ChangeSubaction(ShoulderCharge_1)
- UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
- else
- SetEdgeSlide(Airbourne)
- SetAirGround(0)
- if (not(BoolIsTrue RandomAccessBool(EnableActionTransition)))
- ChangeSubactionRestartFrame(ShoulderChargeAir)
- else
- ChangeSubaction(ShoulderChargeAir)
- CreateInterrupt { interrupt_id: Some(12576), action: LandingHeavy, requirement: (OnGround) }
- UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
- BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
- LoopRest
- else
- CreateInterrupt { interrupt_id: None, action: LandingFallSpecial, requirement: (OnGround) }
- SetEdgeSlide(Airbourne)
- SetAirGround(0)
- BoolVariableSetFalse { variable: RandomAccessBool (0x7a) }
- ChangeSubactionRestartFrame(ShoulderChargeJet)
Exit Script