PM3.6 - Squirtle - Action - 0x11a

Entry Script

  1. if ((InternalConstantInt(PreviousAction) Equal scalar(275)))
    1. SetAirGround(0)
    2. SetEdgeSlide(Airbourne)
    3. CreateInterrupt { interrupt_id: None, action: FallSpecial, requirement: (AnimationEnd) }
    4. PreviousInterruptAddRequirement(InAir)
    5. ChangeSubactionRestartFrame(SpecialSHiEnd)
    6. Subroutine(0x24984)
  2. else
    1. CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }
    2. PreviousInterruptAddRequirement(OnGround)
    3. CreateInterrupt { interrupt_id: None, action: Fall, requirement: (AnimationEnd) }
    4. PreviousInterruptAddRequirement(InAir)
    5. loop Infinite times:
      1. if (OnGround)
        1. SetEdgeSlide(StayOn)
        2. SetAirGround(104)
        3. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
          1. ChangeSubaction(SpecialSEnd)
        4. else
          1. ChangeSubactionRestartFrame(SpecialSEnd)
          2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
        5. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
      2. else
        1. SetEdgeSlide(Airbourne)
        2. SetAirGround(105)
        3. if (BoolIsTrue RandomAccessBool(EnableActionTransition))
          1. ChangeSubaction(SpecialSAirEnd)
        4. else
          1. ChangeSubactionRestartFrame(SpecialSAirEnd)
          2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
        5. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
      3. LoopRest

Exit Script