PM3.6 - Zelda - Subaction - SpecialHiCancelS

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Stats

IASA: None
Subaction Index: 0x3d

Scripts

Main

  1. Subroutine(0x1eb08)
  2. FloatVariableSet { variable: RandomAccessFloat (0x9), value: InternalConstantInt(HorizontalCharacterVelocity) }
  3. if (not(OnGround))
    1. FloatVariableSet { variable: RandomAccessFloat (0xa), value: InternalConstantInt(VerticalCharacterVelocity) }
    2. FloatVariableMultiply { variable: RandomAccessFloat (0xa), value: -0.1 }
    3. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
    4. AddVelocity { x_vel: Constant(0.0), y_vel: Variable(RandomAccessFloat(Address(10))) }
    5. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
    6. SyncWait(1.0)
    7. DisableMovement(DisableVertical)
  4. AsyncWait(2.0)
  5. if ((InternalConstantInt(ControlStickXAxisRelative) LessThan scalar(0)))
    1. IfStatementAnd (BoolIsTrue RandomAccessBool (0x1d))
    2. IfStatementAnd (OnGround)
    3. FloatVariableSet { variable: RandomAccessFloat (0x6), value: InternalConstantInt(HorizontalCharacterVelocity) }
    4. FloatVariableMultiply { variable: RandomAccessFloat (0x6), value: -2 }
    5. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
    6. AddVelocity { x_vel: Variable(RandomAccessFloat(Address(6))), y_vel: Constant(0.0) }
    7. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
    8. Posture(3)
    9. Posture(4)
  6. FloatVariableSet { variable: RandomAccessFloat (0x6), value: InternalConstantInt(HorizontalCharacterVelocity) }
  7. FloatVariableSet { variable: RandomAccessFloat (0x7), value: InternalConstantInt(VerticalCharacterVelocity) }
  8. if (OnGround)
    1. FloatVariableSet { variable: RandomAccessFloat (0x6), value: RandomAccessFloat (0x9) }
    2. FloatVariableMultiply { variable: RandomAccessFloat (0x6), value: 2 }

GFX

    SFX

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