PM3.6 - Pikachu - Action - 0x118

Entry Script

  1. FloatVariableSet { variable: RandomAccessFloat (0x3fa), value: 0 }
  2. if (OnGround)
    1. ChangeSubactionRestartFrame(SpecialHiEnd)
    2. CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }
    3. PreviousInterruptAddRequirement(OnGround)
    4. BoolVariableSetFalse { variable: RandomAccessBool (0x1c) }
    5. if ((RandomAccessInt (0x0) Equal scalar(1)))
      1. CallEveryFrame { thread_id: 9, script: 0x222a8 }
      2. ResetVerticalVelocityAndAcceleration(true)
      3. ResetVerticalVelocityAndAcceleration(false)
      4. IntVariableSet { variable: RandomAccessInt (0x801daf), value: -8 }
      5. BoolVariableSetTrue { variable: RandomAccessBool (0x1c) }
      6. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
      7. AddVelocity { x_vel: Constant(0.0), y_vel: Constant(0.44) }
      8. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
      9. AsyncWait(7.0)
      10. BoolVariableSetFalse { variable: RandomAccessBool (0x1c) }
      11. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
      12. AddVelocity { x_vel: Constant(0.0), y_vel: Constant(-0.22) }
      13. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
      14. AsyncWait(14.0)
      15. if (OnGround)
        1. CreateInterrupt { interrupt_id: None, action: Fall, requirement: (InAir) }
      16. else
        1. ChangeSubaction(SpecialAirHiEnd)
        2. CreateInterrupt { interrupt_id: None, action: FallSpecial, requirement: (AnimationEnd) }
        3. PreviousInterruptAddRequirement(InAir)
        4. CreateInterrupt { interrupt_id: None, action: LandingFallSpecial, requirement: (OnGround) }
    6. else
      1. CreateInterrupt { interrupt_id: None, action: Fall, requirement: (InAir) }
      2. SetEdgeSlide(StayOn)
      3. AsyncWait(9.0)
      4. SetAirGround(6)
  3. else
    1. ChangeSubactionRestartFrame(SpecialAirHiEnd_1)
    2. CreateInterrupt { interrupt_id: None, action: FallSpecial, requirement: (AnimationEnd) }
    3. CreateInterrupt { interrupt_id: None, action: LandingFallSpecial, requirement: (OnGround) }

Exit Script