PM3.6 - Diddy Kong - Action - 0x11a
            Entry Script
            - if ((InternalConstantInt(PreviousAction) Equal scalar(281))) - BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
- CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }
- PreviousInterruptAddRequirement(OnGround)
- CreateInterrupt { interrupt_id: None, action: Fall, requirement: (AnimationEnd) }
- PreviousInterruptAddRequirement(InAir)
- loop Infinite times: - if (OnGround) - SetAirGround(6)
- SetEdgeSlide(Unknown(2))
- if (BoolIsTrue RandomAccessBool(EnableActionTransition)) - ChangeSubaction(SpecialNBlow)
 
- else- ChangeSubactionRestartFrame(SpecialNBlow)
- BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
 
- UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
 
- else- SetAirGround(10)
- SetEdgeSlide(Airbourne)
- if (BoolIsTrue RandomAccessBool(EnableActionTransition)) - ChangeSubaction(SpecialAirNBlow)
 
- else- ChangeSubactionRestartFrame(SpecialAirNBlow)
- BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
 
- UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
 
- LoopRest
 
 
- else- CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }
- PreviousInterruptAddRequirement(OnGround)
- CreateInterrupt { interrupt_id: None, action: Fall, requirement: (AnimationEnd) }
- PreviousInterruptAddRequirement(InAir)
- BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
- loop Infinite times: - if (OnGround) - SetEdgeSlide(StayOn)
- SetAirGround(6)
- if (not(BoolIsTrue RandomAccessBool(EnableActionTransition))) - ChangeSubactionRestartFrame(SpecialNCancel)
 
- else- ChangeSubaction(SpecialNCancel)
 
- UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
 
- else- SetEdgeSlide(Airbourne)
- SetAirGround(10)
- if (not(BoolIsTrue RandomAccessBool(EnableActionTransition))) - ChangeSubactionRestartFrame(SpecialAirNCancel)
 
- else- ChangeSubaction(SpecialAirNCancel)
 
- UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
 
- BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
- LoopRest
 
 
Exit Script