PM3.6 - Wario-Man - Action - 0x126
Entry Script
- BoolVariableSetTrue { variable: RandomAccessBool (0x79) }
- if (OnGround)
- BoolVariableSetTrue { variable: RandomAccessBool (0x7a) }
- else
- BoolVariableSetFalse { variable: RandomAccessBool (0x7a) }
- CreateInterrupt { interrupt_id: None, action: 0x12b, requirement: (EnteringOrIsInHitLag) }
- CreateInterrupt { interrupt_id: None, action: 0x12b, requirement: (TouchingAFloorWallOrCeiling value(2)) }
- PreviousInterruptAddRequirement((InternalConstantInt(CharacterDirection) LessThan scalar(0)))
- PreviousInterruptAddRequirement(BoolIsTrue RandomAccessBool (0x79))
- CreateInterrupt { interrupt_id: None, action: 0x12b, requirement: (TouchingAFloorWallOrCeiling value(4)) }
- PreviousInterruptAddRequirement((InternalConstantInt(CharacterDirection) GreaterThan scalar(0)))
- PreviousInterruptAddRequirement(BoolIsTrue RandomAccessBool (0x79))
- CreateInterrupt { interrupt_id: None, action: Fall, requirement: (AnimationEnd) }
- PreviousInterruptAddRequirement(InAir)
- DisableMovement(DisableHorizontal)
- BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
- loop Infinite times:
- if (OnGround)
- SetEdgeSlide(Airbourne)
- SetAirGround(10)
- if (not(BoolIsTrue RandomAccessBool(EnableActionTransition)))
- ChangeSubactionRestartFrame(WarioManShoulderChargeAir)
- else
- ChangeSubaction(WarioManShoulderChargeAir)
- UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
- else
- SetEdgeSlide(Airbourne)
- SetAirGround(0)
- if (not(BoolIsTrue RandomAccessBool(EnableActionTransition)))
- ChangeSubactionRestartFrame(WarioManShoulderChargeAir)
- else
- ChangeSubaction(WarioManShoulderChargeAir)
- CreateInterrupt { interrupt_id: None, action: LandingHeavy, requirement: (OnGround) }
- UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
- UnknownEvent { namespace: 0x4, code: 0x5, unk1: 0x0, arguments: [Value(24)] }
- BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
- LoopRest
Exit Script