PM3.6 - Ike - Action - 0x116 Final

Entry Script

  1. FinalSmashEnter
  2. UnknownEvent { namespace: 0x14, code: 0x5, unk1: 0x0, arguments: [Bool(false)] }
  3. BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
  4. CreateInterrupt { interrupt_id: None, action: 0x122, requirement: (BoolIsTrue RandomAccessBool (0x11)) }
  5. PreviousInterruptAddRequirement(BoolIsTrue RandomAccessBool(SpecialsMovement))
  6. CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }
  7. PreviousInterruptAddRequirement(OnGround)
  8. CreateInterrupt { interrupt_id: None, action: Fall, requirement: (AnimationEnd) }
  9. PreviousInterruptAddRequirement(InAir)
  10. loop Infinite times:
    1. if (OnGround)
      1. SetEdgeSlide(StayOn)
      2. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
        1. ChangeSubaction(FinalStart)
      3. else
        1. ChangeSubactionRestartFrame(FinalStart)
        2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
      4. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
    2. else
      1. SetEdgeSlide(Airbourne)
      2. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
        1. ChangeSubaction(FinalAirStart)
      3. else
        1. ChangeSubactionRestartFrame(FinalAirStart)
        2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
      4. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
    3. LoopRest

Exit Script

  1. Subroutine(0x20ddc)