PM3.6 - Ike - Action - 0x11c
Entry Script
- FloatVariableSet { variable: RandomAccessFloat (0x5), value: InternalConstantInt(HorizontalCharacterVelocity) }
- FloatVariableMultiply { variable: RandomAccessFloat (0x5), value: 1.5 }
- Subroutine(0x2fc10)
- BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
- IntVariableSet { variable: RandomAccessInt (0xd), value: 478 }
- Subroutine(0x2ef28)
- loop Infinite times:
- if (OnGround)
- SetEdgeSlide(Unknown(2))
- CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }
- PreviousInterruptAddRequirement(OnGround)
- if (BoolIsTrue RandomAccessBool(EnableActionTransition))
- ChangeSubaction(SpecialSAttack)
- else
- ChangeSubactionRestartFrame(SpecialSAttack)
- BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
- UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
- else
- SetEdgeSlide(Airbourne)
- CreateInterrupt { interrupt_id: None, action: LandingFallSpecial, requirement: (OnGround) }
- if (BoolIsTrue RandomAccessBool(EnableActionTransition))
- UnknownEvent { namespace: 0x4, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 13 }), Bool(true)] }
- else
- UnknownEvent { namespace: 0x4, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 13 })] }
- BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
- UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
- LoopRest
Exit Script