PM3.6 - Donkey Kong - Action - 0x12f
            Entry Script
            - CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }
- PreviousInterruptAddRequirement(OnGround)
- CreateInterrupt { interrupt_id: None, action: Fall, requirement: (AnimationEnd) }
- PreviousInterruptAddRequirement(InAir)
- BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
- loop Infinite times: - if (OnGround) - SetEdgeSlide(StayOn)
- UnknownEvent { namespace: 0x8, code: 0x1, unk1: 0x0, arguments: [Value(0)] }
- SetAirGround(6)
- if (BoolIsTrue RandomAccessBool(EnableActionTransition)) - ChangeSubactionRestartFrame(SpecialNCancel)
 
- else- ChangeSubaction(SpecialNCancel)
 
- UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
 
- else- SetEdgeSlide(Airbourne)
- UnknownEvent { namespace: 0x8, code: 0x1, unk1: 0x0, arguments: [Value(4)] }
- SetAirGround(10)
- if (BoolIsTrue RandomAccessBool(EnableActionTransition)) - ChangeSubactionRestartFrame(SpecialAirNCancel)
 
- else- ChangeSubaction(SpecialAirNCancel)
 
- UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
 
- BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
- LoopRest
 
Exit Script