PM3.6 - Ike - Action - 0x11d

Entry Script

  1. BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
  2. CreateInterrupt { interrupt_id: None, action: FallSpecial, requirement: (AnimationEnd) }
  3. PreviousInterruptAddRequirement(InAir)
  4. Subroutine(0x2dfd0)
  5. Subroutine(0x2ef28)
  6. Subroutine(0x2ef70)
  7. loop Infinite times:
    1. if (OnGround)
      1. SetEdgeSlide(Unknown(2))
      2. LedgeGrabEnable(Disable)
      3. CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }
      4. PreviousInterruptAddRequirement(OnGround)
      5. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
        1. ChangeSubaction(SpecialSEnd)
      6. else
        1. ChangeSubactionRestartFrame(SpecialSEnd)
        2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
      7. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
    2. else
      1. SetEdgeSlide(Airbourne)
      2. LedgeGrabEnable(EnableInFrontAndBehind)
      3. CreateInterrupt { interrupt_id: None, action: LandingFallSpecial, requirement: (OnGround) }
      4. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
        1. ChangeSubaction(SpecialSAirEnd)
      5. else
        1. ChangeSubactionRestartFrame(SpecialSAirEnd)
        2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
      6. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
    3. LoopRest

Exit Script