PM3.6 - Ness - Action - 0x11b

Entry Script

  1. if (InAir)
    1. CreateInterrupt { interrupt_id: None, action: LandingFallSpecial, requirement: (OnGround) }
    2. CreateInterrupt { interrupt_id: None, action: FallSpecial, requirement: (InAir) }
    3. PreviousInterruptAddRequirement(AnimationEnd)
  2. else
    1. CreateInterrupt { interrupt_id: None, action: Wait, requirement: (OnGround) }
    2. PreviousInterruptAddRequirement(AnimationEnd)
    3. CreateInterrupt { interrupt_id: None, action: FallSpecial, requirement: (InAir) }
    4. PreviousInterruptAddRequirement(AnimationEnd)
  3. FloatVariableSet { variable: LongtermAccessFloat(SpecialLandingLag), value: 20 }
  4. BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
  5. loop Infinite times:
    1. if (OnGround)
      1. SetEdgeSlide(StayOn)
      2. SetAirGround(6)
      3. if (not(BoolIsTrue RandomAccessBool(EnableActionTransition)))
        1. ChangeSubactionRestartFrame(SpecialHiEnd)
      4. else
        1. ChangeSubaction(SpecialHiEnd)
      5. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
    2. else
      1. SetEdgeSlide(Airbourne)
      2. SetAirGround(0)
      3. if (not(BoolIsTrue RandomAccessBool(EnableActionTransition)))
        1. ChangeSubactionRestartFrame(SpecialAirHiEnd)
      4. else
        1. ChangeSubaction(SpecialAirHiEnd)
      5. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
    3. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
    4. LoopRest

Exit Script