PM3.6 - Lucas - Action - 0x116 Final

Entry Script

  1. UnknownEvent { namespace: 0x14, code: 0x5, unk1: 0x0, arguments: [Bool(false)] }
  2. FinalSmashEnter
  3. CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }
  4. PreviousInterruptAddRequirement(OnGround)
  5. CreateInterrupt { interrupt_id: None, action: Fall, requirement: (AnimationEnd) }
  6. PreviousInterruptAddRequirement(InAir)
  7. FloatVariableSet { variable: LongtermAccessFloat (0x15), value: InternalConstantInt (0xfbf) }
  8. BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
  9. loop Infinite times:
    1. if (OnGround)
      1. SetEdgeSlide(StayOn)
      2. SetAirGround(50)
      3. if (not(BoolIsTrue RandomAccessBool(EnableActionTransition)))
        1. ChangeSubactionRestartFrame(Final)
      4. else
        1. ChangeSubaction(Final)
      5. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
    2. else
      1. SetEdgeSlide(Airbourne)
      2. SetAirGround(106)
      3. if (not(BoolIsTrue RandomAccessBool(EnableActionTransition)))
        1. ChangeSubactionRestartFrame(FinalAir)
      4. else
        1. ChangeSubaction(FinalAir)
      5. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
    3. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
    4. LoopRest

Exit Script

  1. FinalSmashExit