PM3.6 - Ike - Action - 0x11c

Entry Script

  1. FloatVariableSet { variable: RandomAccessFloat (0x5), value: InternalConstantInt(HorizontalCharacterVelocity) }
  2. FloatVariableMultiply { variable: RandomAccessFloat (0x5), value: 1.5 }
  3. Subroutine(0x2fc10)
  4. BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
  5. IntVariableSet { variable: RandomAccessInt (0xd), value: 478 }
  6. Subroutine(0x2ef28)
  7. loop Infinite times:
    1. if (OnGround)
      1. SetEdgeSlide(Unknown(2))
      2. CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }
      3. PreviousInterruptAddRequirement(OnGround)
      4. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
        1. ChangeSubaction(SpecialSAttack)
      5. else
        1. ChangeSubactionRestartFrame(SpecialSAttack)
        2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
      6. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
    2. else
      1. SetEdgeSlide(Airbourne)
      2. CreateInterrupt { interrupt_id: None, action: LandingFallSpecial, requirement: (OnGround) }
      3. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
        1. UnknownEvent { namespace: 0x4, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 13 }), Bool(true)] }
      4. else
        1. UnknownEvent { namespace: 0x4, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 13 })] }
        2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
      5. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
    3. LoopRest

Exit Script