PM3.6 - Pit - Action - 0x116 Final

Entry Script

  1. FinalSmashEnter
  2. CreateInterrupt { interrupt_id: Some(10000), action: Wait, requirement: (AnimationEnd) }
  3. CreateInterrupt { interrupt_id: Some(10002), action: Fall, requirement: (AnimationEnd) }
  4. GenerateArticle { article_id: 2, subaction_only: true }
  5. if (FacingRight)
    1. IntVariableSet { variable: RandomAccessInt (0x0), value: 497 }
    2. IntVariableSet { variable: RandomAccessInt (0x1), value: 499 }
  6. else
    1. IntVariableSet { variable: RandomAccessInt (0x0), value: 496 }
    2. IntVariableSet { variable: RandomAccessInt (0x1), value: 498 }
  7. loop Infinite times:
    1. if (OnGround)
      1. SetEdgeSlide(StayOn)
      2. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
        1. UnknownEvent { namespace: 0x4, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 0 }), Bool(true)] }
      3. else
        1. UnknownEvent { namespace: 0x4, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 0 })] }
        2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
      4. EnableInterrupt(10000)
      5. DisableInterrupt(10002)
      6. UnknownEvent { namespace: 0x4, code: 0x1, unk1: 0x0, arguments: [Value(0), Requirement { flip: false, ty: InAir }] }
    2. else
      1. SetEdgeSlide(Airbourne)
      2. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
        1. UnknownEvent { namespace: 0x4, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 1 }), Bool(true)] }
      3. else
        1. UnknownEvent { namespace: 0x4, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 1 })] }
        2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
      4. EnableInterrupt(10002)
      5. DisableInterrupt(10000)
      6. UnknownEvent { namespace: 0x4, code: 0x1, unk1: 0x0, arguments: [Value(1), Requirement { flip: false, ty: OnGround }] }
    3. LoopRest

Exit Script

  1. ModelChanger { reference: 1, switch_index: 0, bone_group_index: -1 }
  2. UnknownEvent { namespace: 0x11, code: 0x1d, unk1: 0x0, arguments: [Value(8)] }
  3. CameraNormal