PM3.6 - Charizard - Action - 0x116 Final

Entry Script

  1. FinalSmashEnter
  2. UnknownEvent { namespace: 0x14, code: 0x5, unk1: 0x0, arguments: [Bool(false)] }
  3. CreateInterrupt { interrupt_id: Some(10000), action: Wait, requirement: (AnimationEnd) }
  4. PreviousInterruptAddRequirement(OnGround)
  5. CreateInterrupt { interrupt_id: Some(10002), action: Fall, requirement: (AnimationEnd) }
  6. PreviousInterruptAddRequirement(InAir)
  7. SetVelocity { x_vel: 0.0, y_vel: 0.0 }
  8. ResetVerticalVelocityAndAcceleration(true)
  9. loop Infinite times:
    1. if (OnGround)
      1. SetAirGround(15)
      2. SetEdgeSlide(StayOn)
      3. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
        1. ChangeSubaction(Final)
      4. else
        1. ChangeSubactionRestartFrame(Final)
        2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
      5. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
    2. else
      1. SetAirGround(17)
      2. SetEdgeSlide(Airbourne)
      3. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
        1. ChangeSubaction(Final)
      4. else
        1. ChangeSubactionRestartFrame(Final)
        2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
      5. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
    3. LoopRest

Exit Script

  1. UnknownEvent { namespace: 0x1a, code: 0x7, unk1: 0x0, arguments: [Bool(true)] }
  2. UnknownEvent { namespace: 0xb, code: 0x2, unk1: 0x0, arguments: [Bool(true)] }
  3. ChangeHurtBoxStateAll { state: Normal }
  4. FinalSmashExit