PM3.6 - Samus - Action - 0x118

Entry Script

  1. BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
  2. CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }
  3. PreviousInterruptAddRequirement(OnGround)
  4. CreateInterrupt { interrupt_id: None, action: Fall, requirement: (AnimationEnd) }
  5. PreviousInterruptAddRequirement(InAir)
  6. CreateInterrupt { interrupt_id: Some(10038), action: EscapeF, requirement: ((InternalConstantInt(ControlStickXAxisRelative) GreaterThanOrEqual InternalConstantInt (0xc4d))) }
  7. PreviousInterruptAddRequirement((InternalConstantInt (0x5209) LessThan InternalConstantInt (0x59fe)))
  8. PreviousInterruptAddRequirement(OnGround)
  9. CreateInterrupt { interrupt_id: Some(10039), action: EscapeB, requirement: ((InternalConstantInt(ControlStickXAxisRelativeReverse) GreaterThanOrEqual InternalConstantInt (0xc4d))) }
  10. PreviousInterruptAddRequirement((InternalConstantInt (0x5209) LessThan InternalConstantInt (0x59fe)))
  11. PreviousInterruptAddRequirement(OnGround)
  12. CreateInterrupt { interrupt_id: Some(10040), action: 0x119, requirement: (ShieldInputPress) }
  13. loop Infinite times:
    1. if (OnGround)
      1. SetEdgeSlide(StayOn)
      2. SetAirGround(6)
      3. if (not(BoolIsTrue RandomAccessBool(EnableActionTransition)))
        1. ChangeSubactionRestartFrame(SpecialNHold)
      4. else
        1. ChangeSubaction(SpecialNHold)
      5. FloatVariableSet { variable: RandomAccessFloat (0x416), value: 0.06 }
      6. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
    2. else
      1. SetEdgeSlide(Airbourne)
      2. SetAirGround(10)
      3. if (not(BoolIsTrue RandomAccessBool(EnableActionTransition)))
        1. ChangeSubactionRestartFrame(SpecialAirNHold)
      4. else
        1. ChangeSubaction(SpecialAirNHold)
      5. FloatVariableSet { variable: RandomAccessFloat (0x416), value: 0.025 }
      6. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
    3. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
    4. LoopRest

Exit Script