PM3.6 - Wario - Action - 0x12c

Entry Script

  1. BoolVariableSetFalse { variable: RandomAccessBool (0x79) }
  2. CreateInterrupt { interrupt_id: None, action: Wait, requirement: (AnimationEnd) }
  3. PreviousInterruptAddRequirement(OnGround)
  4. PreviousInterruptAddRequirement(BoolIsTrue RandomAccessBool (0x7a))
  5. CreateInterrupt { interrupt_id: None, action: Fall, requirement: (AnimationEnd) }
  6. PreviousInterruptAddRequirement(InAir)
  7. PreviousInterruptAddRequirement(BoolIsTrue RandomAccessBool (0x7a))
  8. CreateInterrupt { interrupt_id: None, action: FallSpecial, requirement: (AnimationEnd) }
  9. PreviousInterruptAddRequirement(InAir)
  10. CreateInterrupt { interrupt_id: None, action: 0x12b, requirement: (EnteringOrIsInHitLag) }
  11. CreateInterrupt { interrupt_id: None, action: 0x12b, requirement: (TouchingAFloorWallOrCeiling value(2)) }
  12. PreviousInterruptAddRequirement((InternalConstantInt(CharacterDirection) LessThan scalar(0)))
  13. PreviousInterruptAddRequirement(BoolIsTrue RandomAccessBool (0x79))
  14. CreateInterrupt { interrupt_id: None, action: 0x12b, requirement: (TouchingAFloorWallOrCeiling value(4)) }
  15. PreviousInterruptAddRequirement((InternalConstantInt(CharacterDirection) GreaterThan scalar(0)))
  16. PreviousInterruptAddRequirement(BoolIsTrue RandomAccessBool (0x79))
  17. CreateInterrupt { interrupt_id: None, action: 0x126, requirement: ((InternalConstantInt(ControlStickYAxis) GreaterThanOrEqual InternalConstantInt (0xc72))) }
  18. PreviousInterruptAddRequirement(BoolIsTrue RandomAccessBool (0x79))
  19. PreviousInterruptAddRequirement(BoolIsTrue RandomAccessBool (0x7a))
  20. PreviousInterruptAddRequirement(TapJumpOn)
  21. CreateInterrupt { interrupt_id: None, action: 0x126, requirement: (ButtonPress value(2)) }
  22. PreviousInterruptAddRequirement(BoolIsTrue RandomAccessBool (0x79))
  23. PreviousInterruptAddRequirement(BoolIsTrue RandomAccessBool (0x7a))
  24. BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
  25. SlopeContourStand { leg_bone_parent: 1 }
  26. DisableMovement(DisableHorizontal)
  27. if (OnGround)
    1. BoolVariableSetTrue { variable: RandomAccessBool (0x7a) }
    2. loop Infinite times:
      1. if (OnGround)
        1. SetEdgeSlide(StayOn)
        2. SetAirGround(10)
        3. if (not(BoolIsTrue RandomAccessBool(EnableActionTransition)))
          1. ChangeSubactionRestartFrame(ShoulderCharge_1)
        4. else
          1. ChangeSubaction(ShoulderCharge_1)
        5. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
      2. else
        1. SetEdgeSlide(Airbourne)
        2. SetAirGround(0)
        3. if (not(BoolIsTrue RandomAccessBool(EnableActionTransition)))
          1. ChangeSubactionRestartFrame(ShoulderChargeAir)
        4. else
          1. ChangeSubaction(ShoulderChargeAir)
        5. CreateInterrupt { interrupt_id: Some(12576), action: LandingHeavy, requirement: (OnGround) }
        6. UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
      3. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
      4. LoopRest
  28. else
    1. CreateInterrupt { interrupt_id: None, action: LandingFallSpecial, requirement: (OnGround) }
    2. SetEdgeSlide(Airbourne)
    3. SetAirGround(0)
    4. BoolVariableSetFalse { variable: RandomAccessBool (0x7a) }
    5. ChangeSubactionRestartFrame(ShoulderChargeJet)

Exit Script