PM3.6 - Ike - Action - 0x11e

Entry Script

  1. BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
  2. CreateInterrupt { interrupt_id: None, action: 0x11f, requirement: (AnimationEnd) }
  3. PreviousInterruptAddRequirement(InAir)
  4. CreateInterrupt { interrupt_id: None, action: 0x120, requirement: (AnimationEnd) }
  5. PreviousInterruptAddRequirement(OnGround)
  6. CreateInterrupt { interrupt_id: None, action: 0x120, requirement: (OnGround) }
  7. PreviousInterruptAddRequirement(BoolIsTrue RandomAccessBool (0x11))
  8. PreviousInterruptAddRequirement((InternalConstantInt (0x3ec) LessThan scalar(0)))
  9. CallEveryFrame { thread_id: 9, script: 0x204b4 }
  10. loop Infinite times:
    1. if (OnGround)
      1. if (not(BoolIsTrue RandomAccessBool (0x11)))
        1. SetEdgeSlide(Unknown(2))
        2. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
          1. ChangeSubaction(SpecialHi2)
        3. else
          1. ChangeSubactionRestartFrame(SpecialHi2)
          2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
      2. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
    2. else
      1. if (not(BoolIsTrue RandomAccessBool (0x11)))
        1. SetEdgeSlide(Airbourne)
        2. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
          1. ChangeSubaction(SpecialAirHi2)
        3. else
          1. ChangeSubactionRestartFrame(SpecialAirHi2)
          2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
      2. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
    3. LoopRest

Exit Script

  1. Armor { armor_type: None, tolerance: 0.0 }