PM3.6 - Mario - Action - 0x116 Final

Entry Script

  1. FinalSmashEnter
  2. UnknownEvent { namespace: 0x14, code: 0x5, unk1: 0x0, arguments: [Bool(false)] }
  3. CreateInterrupt { interrupt_id: Some(10000), action: Wait, requirement: (AnimationEnd) }
  4. PreviousInterruptAddRequirement(OnGround)
  5. CreateInterrupt { interrupt_id: Some(10002), action: Fall, requirement: (AnimationEnd) }
  6. PreviousInterruptAddRequirement(InAir)
  7. loop Infinite times:
    1. if (OnGround)
      1. SetAirGround(15)
      2. SetEdgeSlide(StayOn)
      3. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
        1. ChangeSubaction(Final)
      4. else
        1. ChangeSubactionRestartFrame(Final)
        2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
      5. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
    2. else
      1. SetAirGround(17)
      2. SetEdgeSlide(Airbourne)
      3. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
        1. ChangeSubaction(FinalAir)
      4. else
        1. ChangeSubactionRestartFrame(FinalAir)
        2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
      5. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
    3. LoopRest

Exit Script

  1. ArticleEvent(3)
  2. ModelChanger { reference: 1, switch_index: 0, bone_group_index: -1 }
  3. UnknownEvent { namespace: 0x11, code: 0x1d, unk1: 0x0, arguments: [Value(8)] }
  4. EndUnlimitedScreenTint { tint_id: 0, transition_out_time: 120 }
  5. CameraNormal
  6. UnknownEvent { namespace: 0xc, code: 0xd, unk1: 0x0, arguments: [] }