PM3.02 - Zelda - Action - 0x11a

Entry Script

  1. if (OnGround)
    1. ChangeSubactionRestartFrame(SpecialHi)
    2. CreateInterrupt { interrupt_id: None, action: Fall, requirement: (InAir) }
    3. CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }
  2. else
    1. ChangeSubactionRestartFrame(SpecialAirHi)
    2. CreateInterrupt { interrupt_id: None, action: FallSpecial, requirement: (AnimationEnd) }
    3. CreateInterrupt { interrupt_id: None, action: LandingFallSpecial, requirement: (OnGround) }
    4. FloatVariableSet { variable: LongtermAccessFloat(SpecialLandingLag), value: InternalConstantInt (0xfb2) }
    5. FloatVariableSet { variable: LongtermAccessFloat(SpecialFallMobilityMultiplier), value: InternalConstantInt (0xfb1) }

Exit Script

  1. UnknownEvent { namespace: 0xb, code: 0x2, unk1: 0x0, arguments: [Bool(true)] }