PM3.6 - Captain Falcon - Action - 0x113 SpecialS

Entry Script

  1. UnknownEvent { namespace: 0x12, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: InternalConstant, data_type: Int, address: 23003 }), Variable(Variable { memory_type: LongtermAccess, data_type: Int, address: 1 })] }
  2. FloatVariableSet { variable: LongtermAccessFloat(SpecialLandingLag), value: 20 }
  3. BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
  4. BoolVariableSetFalse { variable: RandomAccessBool (0x11) }
  5. BoolVariableSetFalse { variable: RandomAccessBool(SpecialsMovement) }
  6. BoolVariableSetFalse { variable: RandomAccessBool(EnableGlide) }
  7. BoolVariableSetFalse { variable: RandomAccessBool (0x17) }
  8. BoolVariableSetFalse { variable: RandomAccessBool (0x18) }
  9. Posture(3)
  10. Posture(4)
  11. UnknownEvent { namespace: 0xc, code: 0x1, unk1: 0x0, arguments: [] }
  12. if (OnGround)
    1. Subroutine(0x1b030)
  13. else
    1. Subroutine(0x1b0d0)
  14. if ((InternalConstantInt(CharacterDirection) GreaterThanOrEqual scalar(0)))
    1. CreateInterrupt { interrupt_id: None, action: Wait, requirement: (TouchingAFloorWallOrCeiling value(4)) }
    2. PreviousInterruptAddRequirement(BoolIsTrue RandomAccessBool(SpecialsMovement))
    3. PreviousInterruptAddRequirement(OnGround)
  15. else
    1. CreateInterrupt { interrupt_id: None, action: Wait, requirement: (TouchingAFloorWallOrCeiling value(2)) }
    2. PreviousInterruptAddRequirement(BoolIsTrue RandomAccessBool(SpecialsMovement))
    3. PreviousInterruptAddRequirement(OnGround)
  16. CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }
  17. PreviousInterruptAddRequirement(OnGround)
  18. CreateInterrupt { interrupt_id: None, action: FallSpecial, requirement: (AnimationEnd) }
  19. PreviousInterruptAddRequirement(InAir)
  20. CreateInterrupt { interrupt_id: None, action: LandingFallSpecial, requirement: (OnGround) }
  21. PreviousInterruptAddRequirement(BoolIsTrue RandomAccessBool(EnableGlide))
  22. CreateInterrupt { interrupt_id: None, action: 0x118, requirement: (BoolIsTrue RandomAccessBool(EnableActionTransition)) }
  23. loop Infinite times:
    1. if (OnGround)
      1. BoolVariableSetTrue { variable: RandomAccessBool (0x18) }
      2. IntVariableSet { variable: RandomAccessInt (0x0), value: 0 }
      3. SetAirGround(15)
      4. CallEveryFrame { thread_id: 9, script: 0x1b080 }
      5. if (BoolIsTrue RandomAccessBool (0x17))
        1. ChangeSubaction(SpecialSStart)
      6. else
        1. ChangeSubactionRestartFrame(SpecialSStart)
        2. BoolVariableSetTrue { variable: RandomAccessBool (0x17) }
      7. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
    2. else
      1. IntVariableSet { variable: RandomAccessInt (0x0), value: 2 }
      2. SetAirGround(17)
      3. CallEveryFrame { thread_id: 9, script: 0x1b120 }
      4. if (not(BoolIsTrue RandomAccessBool (0x18)))
        1. if (BoolIsTrue RandomAccessBool (0x17))
          1. ChangeSubaction(SpecialAirSStart)
        2. else
          1. ChangeSubactionRestartFrame(SpecialAirSStart)
          2. BoolVariableSetTrue { variable: RandomAccessBool (0x17) }
      5. else
        1. ChangeSubactionRestartFrame(SpecialAirSStartGround)
        2. UnknownEvent { namespace: 0x0, code: 0x6, unk1: 0x0, arguments: [] }
      6. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
    3. LoopRest

Exit Script