PM3.6 - Lucas - Action - 0x11e

Entry Script

  1. FloatVariableSet { variable: LongtermAccessFloat(SpecialLandingLag), value: 20 }
  2. FloatVariableSet { variable: LongtermAccessFloat(SpecialFallMobilityMultiplier), value: 0.7 }
  3. FloatVariableSet { variable: RandomAccessFloat (0x3fc), value: 0.0539 }
  4. FloatVariableSet { variable: RandomAccessFloat (0x3fd), value: 0.007 }
  5. if (InAir)
    1. CreateInterrupt { interrupt_id: None, action: LandingFallSpecial, requirement: (OnGround) }
    2. CreateInterrupt { interrupt_id: None, action: FallSpecial, requirement: (AnimationEnd) }
    3. PreviousInterruptAddRequirement(InAir)
  6. else
    1. CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }
    2. PreviousInterruptAddRequirement(OnGround)
    3. CreateInterrupt { interrupt_id: None, action: FallSpecial, requirement: (AnimationEnd) }
    4. PreviousInterruptAddRequirement(InAir)
  7. ChangeSubactionRestartFrame(SpecialAirHiBlend)
  8. CallEveryFrame { thread_id: 9, script: 0x19078 }
  9. loop Infinite times:
    1. if (OnGround)
      1. SetEdgeSlide(StayOn)
      2. SetAirGround(6)
      3. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
    2. else
      1. SetEdgeSlide(Airbourne)
      2. SetAirGround(0)
      3. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
    3. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
    4. LoopRest

Exit Script