PM3.6 - Zelda - Subaction - SpecialHiCancelS
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Stats
IASA: |
None |
Subaction Index: |
0x3d |
Scripts
Main
- Subroutine(0x1eb08)
- FloatVariableSet { variable: RandomAccessFloat (0x9), value: InternalConstantInt(HorizontalCharacterVelocity) }
- if (not(OnGround))
- FloatVariableSet { variable: RandomAccessFloat (0xa), value: InternalConstantInt(VerticalCharacterVelocity) }
- FloatVariableMultiply { variable: RandomAccessFloat (0xa), value: -0.1 }
- BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
- AddVelocity { x_vel: Constant(0.0), y_vel: Variable(RandomAccessFloat(Address(10))) }
- BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
- SyncWait(1.0)
- DisableMovement(DisableVertical)
- AsyncWait(2.0)
- if ((InternalConstantInt(ControlStickXAxisRelative) LessThan scalar(0)))
- IfStatementAnd (BoolIsTrue RandomAccessBool (0x1d))
- IfStatementAnd (OnGround)
- FloatVariableSet { variable: RandomAccessFloat (0x6), value: InternalConstantInt(HorizontalCharacterVelocity) }
- FloatVariableMultiply { variable: RandomAccessFloat (0x6), value: -2 }
- BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
- AddVelocity { x_vel: Variable(RandomAccessFloat(Address(6))), y_vel: Constant(0.0) }
- BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
- Posture(3)
- Posture(4)
- FloatVariableSet { variable: RandomAccessFloat (0x6), value: InternalConstantInt(HorizontalCharacterVelocity) }
- FloatVariableSet { variable: RandomAccessFloat (0x7), value: InternalConstantInt(VerticalCharacterVelocity) }
- if (OnGround)
- FloatVariableSet { variable: RandomAccessFloat (0x6), value: RandomAccessFloat (0x9) }
- FloatVariableMultiply { variable: RandomAccessFloat (0x6), value: 2 }
GFX
SFX
Other