PM3.6 - Ike - Action - 0x11a

Entry Script

  1. BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
  2. CallEveryFrame { thread_id: 9, script: 0x1faf4 }
  3. CreateInterrupt { interrupt_id: None, action: 0x11b, requirement: (ButtonNotPressed value(1)) }
  4. CreateInterrupt { interrupt_id: None, action: 0x11b, requirement: (BoolIsTrue RandomAccessBool (0x22)) }
  5. loop Infinite times:
    1. if (OnGround)
      1. SetAirGround(6)
      2. SetEdgeSlide(Unknown(2))
      3. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
        1. ChangeSubaction(SpecialSHold)
      4. else
        1. ChangeSubactionRestartFrame(SpecialSHold)
        2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
      5. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
    2. else
      1. SetAirGround(0)
      2. SetEdgeSlide(Airbourne)
      3. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
        1. ChangeSubaction(SpecialSAirHold)
      4. else
        1. ChangeSubactionRestartFrame(SpecialSAirHold)
        2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
      5. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
    3. LoopRest

Exit Script