AIDef:Action/ForkASPlay

From ZeldaMods (Breath of the Wild)
Revision as of 17:59, 14 October 2018 by imported>Leoetlino (import AI definitions from 1.5.0)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
ForkASPlay
AI definition
Type Action

StaticInstParams

Name Type Default value Description
ASName String
EndState Int
ChangeableTiming Int
IsIgnoreSame Bool
SeqBank Int
TargetBone Int
FirstRandomRatio Float


Derived definitions

子0 (Stal_Bokoblin_Junior_Body, 焼死アニメ)

Name Value
ASName Burn
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Stal_Bokoblin_Junior_Body, 振りまわし攻撃アニメ)

Name Value
ASName AttackRotationWalk
EndState 0
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Stal_Bokoblin_Junior_Body, いる)

Name Value
ASName QuickSearch
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Stal_Bokoblin_Junior_Body, 待機)

Name Value
ASName Noise
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.1

発動 (HeroSoulGift_Rito, Root)

Name Value
ASName GiftStart
EndState 1
ChangeableTiming 0
IsIgnoreSame False
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

後行動 (Priest_Boss_ShadowClone, 子0_1)

Name Value
ASName BowShootAttackStartLoop
EndState 2
ChangeableTiming 0
IsIgnoreSame False
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Priest_Boss_ShadowClone, 先行動)

Name Value
ASName BowShootAttackStartLoop
EndState 2
ChangeableTiming 0
IsIgnoreSame False
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Priest_Boss_ShadowClone, 先行動_1)

Name Value
ASName BananaPanicStart
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Priest_Boss_ShadowClone, ショック)

Name Value
ASName Miss
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Priest_Boss_ShadowClone, 後行動_3)

Name Value
ASName LargeDamageEnd
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Priest_Boss_ShadowClone, 行動_0)

Name Value
ASName LargeDamageLoop
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Priest_Boss_ShadowClone, 子0_1)

Name Value
ASName LargeDamageStart
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Priest_Boss_ShadowClone, 第一段階終了_0)

Name Value
ASName LargeDamageStart
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Priest_Boss_ShadowClone, 第一段階終了_1)

Name Value
ASName LargeDamageLoop
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Priest_Boss_ShadowClone, 第一段階終了_2)

Name Value
ASName FirstPhaseFinishEnd
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子3 (Priest_Boss_ShadowClone, 円陣弓_攻撃_0)

Name Value
ASName BowShootAttackShoot
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子3 (Priest_Boss_ShadowClone, 弓矢攻撃)

Name Value
ASName BowShootAttackShoot
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

パーツ気づき (Assassin_Senior, 遠距離)

Name Value
ASName MagicWait
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

パーツ通常 (Assassin_Senior, 遠距離)

Name Value
ASName MagicWait
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

近距離 (Assassin_Senior, 子0_0)

Name Value
ASName Panic
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

後行動 (Assassin_Senior, 遠距離)

Name Value
ASName MagicEnd
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

行動 (Assassin_Senior, 玉攻撃失敗AS)

Name Value
ASName FlyWait
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Assassin_Senior, 起き上がり)

Name Value
ASName HeadGroundEnd
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Assassin_Senior, 後行動_0)

Name Value
ASName Barrier
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Assassin_Senior, 攻撃)

Name Value
ASName IronMagic
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Assassin_Senior, 攻撃_0)

Name Value
ASName FirstIronMagic
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Assassin_Senior, 準備完了待ち)

Name Value
ASName SummonIronBallEnd
EndState 2
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Assassin_Senior, 先行動_0)

Name Value
ASName SummonIronBallEnd
EndState 2
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Assassin_Senior, 第一形態攻撃アニメ)

Name Value
ASName CallBallFirst
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Assassin_Senior, 鉄球攻撃後AS)

Name Value
ASName FlyWait
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Assassin_Senior, 瀕死鉄球攻撃始動アニメ)

Name Value
ASName ComboMagic
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Assassin_Senior, リアクション復帰)

Name Value
ASName FlyMove
EndState 2
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Assassin_Senior, 移動)

Name Value
ASName FlyMove
EndState 2
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Assassin_Senior, 回転)

Name Value
ASName FlyWait
EndState 2
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Assassin_Senior, 近距離)

Name Value
ASName Panic
EndState 2
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Assassin_Senior, 空中)

Name Value
ASName HeadGroundStart
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Assassin_Senior, 元気)

Name Value
ASName SummonIronBall
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Assassin_Senior, 後退移動完了)

Name Value
ASName Wait
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Assassin_Senior, 行動)

Name Value
ASName Die
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Assassin_Senior, 三段階目デモ用)

Name Value
ASName CallBallDemo3
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Assassin_Senior, 先行動_1)

Name Value
ASName FlyWait
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Assassin_Senior, 二段階目デモ召喚)

Name Value
ASName CallBallDemo2
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Assassin_Senior, 瀕死鉄球召喚行動AS)

Name Value
ASName SummonIronBallAngry
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Assassin_Senior, 様子見)

Name Value
ASName FlyWait
EndState 2
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子2 (Assassin_Senior, 先行動_2)

Name Value
ASName FlyWait
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

準備完了待ち (Assassin_Senior, 鉄球攻撃行動)

Name Value
ASName SummonIronBallEnd
EndState 2
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

先行動 (Assassin_Senior, 鉄球召喚完了)

Name Value
ASName SummonIronBallEnd
EndState 2
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

発動 (HeroSoulGift_Gerudo, Root)

Name Value
ASName GiftStart
EndState 1
ChangeableTiming 0
IsIgnoreSame False
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (ForestGiant_Middle, 横になる)

Name Value
ASName Lie
EndState 1
ChangeableTiming 3
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Lizalfos, リザルフォスダンス)

Name Value
ASName Dance
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Lizalfos, 向き直り)

Name Value
ASName ListenStart
EndState 1
ChangeableTiming 3
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Lizalfos, 座りアニメ)

Name Value
ASName Squat
EndState 0
ChangeableTiming 3
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Lizalfos, 子0)

Name Value
ASName JumpAttackEnd
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Lizalfos, 子0_0)

Name Value
ASName Attack
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Lizalfos, 焼死アニメ)

Name Value
ASName Burn
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Lizalfos, 食事)

Name Value
ASName EatMeat
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.4

子0 (Lizalfos, 立ち話発話)

Name Value
ASName StandTalk
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Lizalfos, 話す)

Name Value
ASName Talk
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Lizalfos, 子0)

Name Value
ASName AttackTongue
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

開始 (Enemy_AirOctarock, 上昇)

Name Value
ASName FlyUp
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

後行動 (Enemy_AirOctarock, オクタの数が減った)

Name Value
ASName Heavy
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

後行動 (Enemy_AirOctarock, 接続なし)

Name Value
ASName Fire
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

後行動 (Enemy_AirOctarock, 先行動)

Name Value
ASName Run_Away
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

後行動 (Enemy_AirOctarock, 突風)

Name Value
ASName SurprisedEnd
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

死亡 (Enemy_AirOctarock, 死亡)

Name Value
ASName Dead
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

自然死 (Enemy_AirOctarock, 死亡)

Name Value
ASName Dead
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

終了 (Enemy_AirOctarock, 上昇)

Name Value
ASName FlyUpEnd
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

焼特効死 (Enemy_AirOctarock, 死亡)

Name Value
ASName Dead
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

水上 (Enemy_AirOctarock, 待機)

Name Value
ASName Water
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

先行動 (Enemy_AirOctarock, 先行動)

Name Value
ASName Suffer
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

先行動 (Enemy_AirOctarock, 滝死亡)

Name Value
ASName Dead
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

通常 (Enemy_AirOctarock, 待機)

Name Value
ASName Wait
EndState 0
ChangeableTiming 0
IsIgnoreSame False
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

溺死 (Enemy_AirOctarock, 死亡)

Name Value
ASName Dead
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

凍結砕き (Enemy_AirOctarock, 死亡)

Name Value
ASName Dead
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

凍特効死 (Enemy_AirOctarock, 死亡)

Name Value
ASName Dead
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

濡死 (Enemy_AirOctarock, 死亡)

Name Value
ASName Dead
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

被暗殺 (Enemy_AirOctarock, 死亡)

Name Value
ASName Dead
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

被特効 (Enemy_AirOctarock, 死亡)

Name Value
ASName Dead
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

非該当 (Enemy_AirOctarock, 行動)

Name Value
ASName Fly
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

落下死 (Enemy_AirOctarock, 死亡)

Name Value
ASName Dead
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Stal_Lizalfos_Head, 移動)

Name Value
ASName Wait
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Stal_Lizalfos_Head, 行動)

Name Value
ASName Wait
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Bokoblin_Red, お食事アニメ)

Name Value
ASName EatMeat
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.4

子0 (Bokoblin_Red, ボコブリンダンス)

Name Value
ASName Dance
EndState 0
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Bokoblin_Red, 向き直り)

Name Value
ASName ListenStart
EndState 1
ChangeableTiming 3
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Bokoblin_Red, 座りアニメ)

Name Value
ASName Squat
EndState 0
ChangeableTiming 3
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Bokoblin_Red, 焼死アニメ)

Name Value
ASName Burn
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Bokoblin_Red, 振りまわし攻撃アニメ)

Name Value
ASName AttackRotationWalk
EndState 0
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Bokoblin_Red, 立ち話話す)

Name Value
ASName StandTalk
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Bokoblin_Red, 話す)

Name Value
ASName Talk
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Bokoblin_Red, いる)

Name Value
ASName QuickSearch
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (ForestGiant_Senior, 横になる)

Name Value
ASName Lie
EndState 1
ChangeableTiming 3
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (HeroSoulGift_Zora, 発動)

Name Value
ASName Gift
EndState 1
ChangeableTiming 0
IsIgnoreSame False
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Assassin_Middle_Azito, 角度差大)

Name Value
ASName PatrolTurn180
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Assassin_Middle_Azito, 気づき共通AS制御)

Name Value
ASName PatrolFind
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Assassin_Middle_Azito, 死亡アニメ)

Name Value
ASName EscapeEnd
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Assassin_Middle_Azito, 焼死アニメ)

Name Value
ASName Burn
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Assassin_Middle_Azito, 先行動)

Name Value
ASName PatrolItemPreGet
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Assassin_Middle_Azito, 不審物取得)

Name Value
ASName PatrolItemGet
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子2 (Assassin_Middle_Azito, 先行動)

Name Value
ASName Teleport
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Assassin_Middle_Quest, 死亡アニメ)

Name Value
ASName EscapeEnd
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Assassin_Middle_Quest, 焼死アニメ)

Name Value
ASName Burn
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子2 (Assassin_Middle_Quest, 先行動)

Name Value
ASName Teleport
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Chuchu, 空中湧きだし落下)

Name Value
ASName AppearInAir
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Chuchu, アイス後行動)

Name Value
ASName AttackToDownShader
EndState 2
ChangeableTiming 0
IsIgnoreSame True
SeqBank 1
TargetBone 0
FirstRandomRatio 0.0

子1 (Chuchu, ケミカル鎮静化)

Name Value
ASName AttackToDownShader
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 1
TargetBone 0
FirstRandomRatio 0.0

子1 (Chuchu, ケミカル復活)

Name Value
ASName DownRecoverShader
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 1
TargetBone 0
FirstRandomRatio 0.0

子1 (Chuchu, ダメージシェーダ再生)

Name Value
ASName DamageShader
EndState 2
ChangeableTiming 0
IsIgnoreSame True
SeqBank 1
TargetBone 0
FirstRandomRatio 0.0

子1 (Chuchu, ダメージ後ケミカル鎮静化)

Name Value
ASName DamageToDownShader
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 1
TargetBone 0
FirstRandomRatio 0.0

子2 (Chuchu, エレキ放出攻撃)

Name Value
ASName AttackToDownShader
EndState 2
ChangeableTiming 0
IsIgnoreSame True
SeqBank 1
TargetBone 0
FirstRandomRatio 0.0

子2 (Chuchu, ケミカル鎮静待機)

Name Value
ASName ChemicalDownShader
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 1
TargetBone 0
FirstRandomRatio 0.0

子2 (Chuchu, ケミカル放射死亡)

Name Value
ASName ChemicalEmitDieShader
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 1
TargetBone 0
FirstRandomRatio 0.0

待機 (Dm_Npc_RevivalFairy, Root)

Name Value
ASName Wait
EndState 2
ChangeableTiming 0
IsIgnoreSame False
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子2 (Pigeon, 逃走前)

Name Value
ASName BeforeFly
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Assassin_Middle, 角度差大)

Name Value
ASName TurnJump
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Assassin_Middle, 攻撃やられ)

Name Value
ASName Teleport
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Assassin_Middle, 死亡アニメ)

Name Value
ASName EscapeEnd
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Assassin_Middle, 焼死アニメ)

Name Value
ASName Burn
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子2 (Assassin_Middle, 先行動)

Name Value
ASName Teleport
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

後行動 (WillBall, 子2)

Name Value
ASName Wait
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (WillBall, 通常_0)

Name Value
ASName ShaderParam
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 1
TargetBone 0
FirstRandomRatio 0.0

先行動 (WillBall, 子2)

Name Value
ASName Appear
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (ForestGiant, 横になる)

Name Value
ASName Lie
EndState 1
ChangeableTiming 3
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Wizzrobe, 気配気づき)

Name Value
ASName Search
EndState 1
ChangeableTiming 1
IsIgnoreSame False
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

後行動 (Lynel_Senior, 弓攻撃)

Name Value
ASName ArrowShoot
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

後行動 (Lynel_Senior, 弓上空撃ち攻撃)

Name Value
ASName ArrowShootUpper
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

後行動 (Lynel_Senior, 武器攻撃上半身振りかぶり)

Name Value
ASName AttackLoop
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lynel_Senior, ブレス2発目上半身)

Name Value
ASName FireBreathLoop
EndState 1
ChangeableTiming 1
IsIgnoreSame False
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lynel_Senior, ブレス3発目上半身)

Name Value
ASName FireBreathLoop
EndState 1
ChangeableTiming 1
IsIgnoreSame False
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lynel_Senior, ブレス上半身)

Name Value
ASName FireBreathStart
EndState 1
ChangeableTiming 1
IsIgnoreSame False
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lynel_Senior, リロード)

Name Value
ASName ArrowReload
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lynel_Senior, 音源を眺める)

Name Value
ASName ViewTerror
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lynel_Senior, 弓つがえ待機)

Name Value
ASName ArrowHold
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lynel_Senior, 弓上空撃ちつがえ待機)

Name Value
ASName ArrowHoldUpper
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lynel_Senior, 脅威を眺める)

Name Value
ASName ViewTerror
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lynel_Senior, 斬り付け)

Name Value
ASName RushAttackEnd
EndState 1
ChangeableTiming 0
IsIgnoreSame False
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lynel_Senior, 上空撃ちリロード)

Name Value
ASName ArrowReloadUpper
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lynel_Senior, 城湧き空中)

Name Value
ASName JumpLoop
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lynel_Senior, 正面気づき上半身)

Name Value
ASName WaitStop
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lynel_Senior, 大剣大攻撃上半身)

Name Value
ASName FrontLargeAttackLsword
EndState 0
ChangeableTiming 0
IsIgnoreSame False
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lynel_Senior, 大剣突進切り斬り付け)

Name Value
ASName DashAttackLswordEnd
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lynel_Senior, 大攻撃上半身)

Name Value
ASName FrontLargeAttack
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lynel_Senior, 武器攻撃上半身)

Name Value
ASName AttackEnd
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子1 (Lynel_Senior, ジャンプ攻撃予備動作)

Name Value
ASName PreJumpAttack
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子1 (Lynel_Senior, 小剣三連撃)

Name Value
ASName AttackSwordNear2
EndState 0
ChangeableTiming 0
IsIgnoreSame False
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子1 (Lynel_Senior, 小剣三連撃ラスト)

Name Value
ASName AttackSwordNear3
EndState 0
ChangeableTiming 0
IsIgnoreSame False
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子1 (Lynel_Senior, 小剣三連撃初撃)

Name Value
ASName AttackSwordNear1
EndState 0
ChangeableTiming 0
IsIgnoreSame False
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子1 (Lynel_Senior, 大剣連撃)

Name Value
ASName AttackLswordNear2
EndState 0
ChangeableTiming 0
IsIgnoreSame False
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子1 (Lynel_Senior, 大剣連撃ラスト)

Name Value
ASName AttackLswordNear3
EndState 0
ChangeableTiming 0
IsIgnoreSame False
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子1 (Lynel_Senior, 大剣連撃初撃)

Name Value
ASName AttackLswordNear1
EndState 0
ChangeableTiming 0
IsIgnoreSame False
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子1 (Lynel_Senior, 咆哮開始)

Name Value
ASName RoarStart
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子1 (Lynel_Senior, 咆哮待機)

Name Value
ASName RoarLoop
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子2 (Lynel_Senior, 弓抜刀)

Name Value
ASName DrawBow
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子3 (Lynel_Senior, 6足攻撃予備動作後行動)

Name Value
ASName HornAttackStart
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

準備 (Lynel_Senior, 弓戦闘待機)

Name Value
ASName Body_BattleWait
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

上半身 (Lynel_Senior, ブレス終了)

Name Value
ASName FireBreathEnd
EndState 1
ChangeableTiming 1
IsIgnoreSame False
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

上半身 (Lynel_Senior, 弓警戒)

Name Value
ASName Body_BattleWait
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

上半身 (Lynel_Senior, 城湧き着地)

Name Value
ASName JumpEnd
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

上半身 (Lynel_Senior, 爆弾へブレス)

Name Value
ASName QuickBreath
EndState 1
ChangeableTiming 1
IsIgnoreSame False
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

上半身 (Lynel_Senior, 咆哮終了)

Name Value
ASName RoarEnd
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

先行動 (Lynel_Senior, 武器攻撃上半身振りかぶり)

Name Value
ASName AttackStart
EndState 1
ChangeableTiming 3
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

戦闘準備 (Lynel_Senior, 弓戦闘待機)

Name Value
ASName Body_BattleWait
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Dog, 後行動)

Name Value
ASName Roar
EndState 1
ChangeableTiming 0
IsIgnoreSame False
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (RemainsWaterWeakPoint, 格納中マテリアル)

Name Value
ASName Normal
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (RemainsWaterWeakPoint, 起動中マテリアル)

Name Value
ASName Alert
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (RemainsWaterWeakPoint, 待機マテリアル)

Name Value
ASName Deactive
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (RemainsWaterWeakPoint, 格納中スケルタル)

Name Value
ASName RemoveCap
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子1 (RemainsWaterWeakPoint, 機能停止スケルタル)

Name Value
ASName RemoveCapWait
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子1 (RemainsWaterWeakPoint, 戦闘終了スケルタル)

Name Value
ASName WaterStopWait
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子1 (RemainsWaterWeakPoint, 待機スケルタル)

Name Value
ASName PutCapWait
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lizalfos_Fire, リザルフォスダンス)

Name Value
ASName Dance
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Lizalfos_Fire, 向き直り)

Name Value
ASName ListenStart
EndState 1
ChangeableTiming 3
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Lizalfos_Fire, 座りアニメ)

Name Value
ASName Squat
EndState 0
ChangeableTiming 3
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Lizalfos_Fire, 子0)

Name Value
ASName JumpAttackEnd
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Lizalfos_Fire, 子0_0)

Name Value
ASName Attack
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Lizalfos_Fire, 焼死アニメ)

Name Value
ASName Burn
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Lizalfos_Fire, 食事)

Name Value
ASName EatMeat
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.4

子0 (Lizalfos_Fire, 立ち話発話)

Name Value
ASName StandTalk
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Lizalfos_Fire, 話す)

Name Value
ASName Talk
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Lizalfos_Fire, 子0)

Name Value
ASName AttackTongue
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Priest_Boss_Normal, 後行動_1)

Name Value
ASName BananaEnd
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Priest_Boss_Normal, 先行動)

Name Value
ASName BowShootAttackStartLoop
EndState 2
ChangeableTiming 0
IsIgnoreSame False
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Priest_Boss_Normal, 先行動_1)

Name Value
ASName BananaPreEnd
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Priest_Boss_Normal, 先行動_2)

Name Value
ASName BananaStart
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Priest_Boss_Normal, ショック)

Name Value
ASName Miss
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Priest_Boss_Normal, 後行動_3)

Name Value
ASName LargeDamageEnd
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Priest_Boss_Normal, 後行動_6)

Name Value
ASName LargeDamageEnd
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Priest_Boss_Normal, 行動_0)

Name Value
ASName LargeDamageLoop
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Priest_Boss_Normal, 行動_2)

Name Value
ASName LargeDamageLoop
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Priest_Boss_Normal, 子0)

Name Value
ASName LargeDamageStart
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Priest_Boss_Normal, 子0_1)

Name Value
ASName LargeDamageStart
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Priest_Boss_Normal, 第一段階終了_0)

Name Value
ASName LargeDamageStart
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Priest_Boss_Normal, 第一段階終了_1)

Name Value
ASName LargeDamageLoop
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Priest_Boss_Normal, 第一段階終了_2)

Name Value
ASName FirstPhaseFinishEnd
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子3 (Priest_Boss_Normal, 弓矢攻撃)

Name Value
ASName BowShootAttackShoot
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子2 (Golem_Little, 小ダメージ)

Name Value
ASName Lifted
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Bokoblin_Senior, お食事アニメ)

Name Value
ASName EatMeat
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.4

子0 (Bokoblin_Senior, ボコブリンダンス)

Name Value
ASName Dance
EndState 0
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Bokoblin_Senior, 向き直り)

Name Value
ASName ListenStart
EndState 1
ChangeableTiming 3
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Bokoblin_Senior, 座りアニメ)

Name Value
ASName Squat
EndState 0
ChangeableTiming 3
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Bokoblin_Senior, 焼死アニメ)

Name Value
ASName Burn
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Bokoblin_Senior, 振りまわし攻撃アニメ)

Name Value
ASName AttackRotationWalk
EndState 0
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Bokoblin_Senior, 先行動)

Name Value
ASName DoubleAttack
EndState 1
ChangeableTiming 3
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Bokoblin_Senior, 立ち話話す)

Name Value
ASName StandTalk
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Bokoblin_Senior, 話す)

Name Value
ASName Talk
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Bokoblin_Senior, いる)

Name Value
ASName QuickSearch
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Bokoblin_Rapid, お食事アニメ)

Name Value
ASName EatMeat
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.4

子0 (Bokoblin_Rapid, ボコブリンダンス)

Name Value
ASName Dance
EndState 0
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Bokoblin_Rapid, 向き直り)

Name Value
ASName ListenStart
EndState 1
ChangeableTiming 3
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Bokoblin_Rapid, 座りアニメ)

Name Value
ASName Squat
EndState 0
ChangeableTiming 3
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Bokoblin_Rapid, 焼死アニメ)

Name Value
ASName Burn
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Bokoblin_Rapid, 振りまわし攻撃アニメ)

Name Value
ASName AttackRotationWalk
EndState 0
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Bokoblin_Rapid, 立ち話話す)

Name Value
ASName StandTalk
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Bokoblin_Rapid, 話す)

Name Value
ASName Talk
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Bokoblin_Rapid, いる)

Name Value
ASName QuickSearch
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Lizalfos_Electric, リザルフォスダンス)

Name Value
ASName Dance
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Lizalfos_Electric, 向き直り)

Name Value
ASName ListenStart
EndState 1
ChangeableTiming 3
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Lizalfos_Electric, 座りアニメ)

Name Value
ASName Squat
EndState 0
ChangeableTiming 3
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Lizalfos_Electric, 子0)

Name Value
ASName JumpAttackEnd
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Lizalfos_Electric, 子0_0)

Name Value
ASName Attack
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Lizalfos_Electric, 焼死アニメ)

Name Value
ASName Burn
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Lizalfos_Electric, 食事)

Name Value
ASName EatMeat
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.4

子0 (Lizalfos_Electric, 立ち話発話)

Name Value
ASName StandTalk
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Lizalfos_Electric, 話す)

Name Value
ASName Talk
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Lizalfos_Electric, 子0)

Name Value
ASName AttackTongue
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

行動 (Moriblin_Senior, 子0)

Name Value
ASName LargeDoubleAttackWalk
EndState 1
ChangeableTiming 2
IsIgnoreSame False
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Moriblin_Senior, モリブリンダンス)

Name Value
ASName Dance
EndState 0
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Moriblin_Senior, 向き直り)

Name Value
ASName ListenStart
EndState 0
ChangeableTiming 3
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Moriblin_Senior, 行動)

Name Value
ASName DriveAway
EndState 0
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Moriblin_Senior, 座りアニメ)

Name Value
ASName Squat
EndState 0
ChangeableTiming 3
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Moriblin_Senior, 焼死アニメ)

Name Value
ASName Burn
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Moriblin_Senior, 先行動)

Name Value
ASName EatMeat
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.4

子0 (Moriblin_Senior, 薙ぎ払い攻撃)

Name Value
ASName LargeDoubleAttackWalk
EndState 0
ChangeableTiming 2
IsIgnoreSame False
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Moriblin_Senior, 立ち話発話)

Name Value
ASName StandTalk
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Moriblin_Senior, 話す)

Name Value
ASName Talk
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

後行動 (GanonBeast, 歩きアニメ終わり)

Name Value
ASName WalkEnd
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (GanonBeast, 弱点ヒット)

Name Value
ASName Dead
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (GanonBeast, 先行動)

Name Value
ASName Walk
EndState 0
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (GanonBeast, 待機)

Name Value
ASName Wait
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (GanonBeast, 歩きアニメ)

Name Value
ASName Walk
EndState 0
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (GanonBeast, 悶えアニメ)

Name Value
ASName Suffer
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (GanonBeast, 基本回転)

Name Value
ASName NormalTurn
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (GanonBeast, 初回待機)

Name Value
ASName WaitThreat
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Stal_Moriblin_Head, 移動)

Name Value
ASName Wait
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Stal_Moriblin_Head, 行動)

Name Value
ASName Wait
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Priest_Boss_ShadowClone_Real, 後行動_1)

Name Value
ASName BananaEnd
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Priest_Boss_ShadowClone_Real, 先行動)

Name Value
ASName BowShootAttackStartLoop
EndState 2
ChangeableTiming 0
IsIgnoreSame False
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Priest_Boss_ShadowClone_Real, 先行動_1)

Name Value
ASName BananaPreEnd
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Priest_Boss_ShadowClone_Real, 先行動_2)

Name Value
ASName BananaStart
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Priest_Boss_ShadowClone_Real, ショック)

Name Value
ASName Miss
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Priest_Boss_ShadowClone_Real, 後行動_3)

Name Value
ASName LargeDamageEnd
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Priest_Boss_ShadowClone_Real, 後行動_6)

Name Value
ASName LargeDamageEnd
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Priest_Boss_ShadowClone_Real, 行動_0)

Name Value
ASName LargeDamageLoop
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Priest_Boss_ShadowClone_Real, 行動_2)

Name Value
ASName LargeDamageLoop
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Priest_Boss_ShadowClone_Real, 子0)

Name Value
ASName LargeDamageStart
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Priest_Boss_ShadowClone_Real, 子0_1)

Name Value
ASName LargeDamageStart
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Priest_Boss_ShadowClone_Real, 第一段階終了_0)

Name Value
ASName LargeDamageStart
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Priest_Boss_ShadowClone_Real, 第一段階終了_1)

Name Value
ASName LargeDamageLoop
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Priest_Boss_ShadowClone_Real, 第一段階終了_2)

Name Value
ASName FirstPhaseFinishEnd
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子3 (Priest_Boss_ShadowClone_Real, 円陣弓_攻撃_0)

Name Value
ASName BowShootAttackShoot
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子3 (Priest_Boss_ShadowClone_Real, 弓矢攻撃)

Name Value
ASName BowShootAttackShoot
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

発動 (HeroSoulGift_Goron, Root)

Name Value
ASName Gift
EndState 1
ChangeableTiming 0
IsIgnoreSame False
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

通常 (BalloonBarrelBomb, AI)

Name Value
ASName Null
EndState 2
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

後行動 (WillBreakBall, 子2)

Name Value
ASName Wait
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (WillBreakBall, 空中)

Name Value
ASName Roll
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (WillBreakBall, 通常)

Name Value
ASName ShaderParam
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 1
TargetBone 0
FirstRandomRatio 0.0

子2 (WillBreakBall, 予兆)

Name Value
ASName Wait
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

先行動 (WillBreakBall, 子2)

Name Value
ASName Appear
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Assassin_Junior, 焼死アニメ)

Name Value
ASName Burn
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Assassin_Junior, ショック)

Name Value
ASName Miss
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Assassin_Junior, 子0)

Name Value
ASName LargeDamage
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子2 (Assassin_Junior, 先行動)

Name Value
ASName Teleport
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

後行動 (Lynel_Middle, 弓攻撃)

Name Value
ASName ArrowShoot
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

後行動 (Lynel_Middle, 弓上空撃ち攻撃)

Name Value
ASName ArrowShootUpper
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

後行動 (Lynel_Middle, 武器攻撃上半身振りかぶり)

Name Value
ASName AttackLoop
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lynel_Middle, ブレス2発目上半身)

Name Value
ASName FireBreathLoop
EndState 1
ChangeableTiming 1
IsIgnoreSame False
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lynel_Middle, ブレス3発目上半身)

Name Value
ASName FireBreathLoop
EndState 1
ChangeableTiming 1
IsIgnoreSame False
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lynel_Middle, ブレス上半身)

Name Value
ASName FireBreathStart
EndState 1
ChangeableTiming 1
IsIgnoreSame False
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lynel_Middle, リロード)

Name Value
ASName ArrowReload
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lynel_Middle, 音源を眺める)

Name Value
ASName ViewTerror
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lynel_Middle, 弓つがえ待機)

Name Value
ASName ArrowHold
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lynel_Middle, 弓上空撃ちつがえ待機)

Name Value
ASName ArrowHoldUpper
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lynel_Middle, 脅威を眺める)

Name Value
ASName ViewTerror
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lynel_Middle, 斬り付け)

Name Value
ASName RushAttackEnd
EndState 1
ChangeableTiming 0
IsIgnoreSame False
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lynel_Middle, 上空撃ちリロード)

Name Value
ASName ArrowReloadUpper
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lynel_Middle, 城湧き空中)

Name Value
ASName JumpLoop
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lynel_Middle, 正面気づき上半身)

Name Value
ASName WaitStop
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lynel_Middle, 大剣大攻撃上半身)

Name Value
ASName FrontLargeAttackLsword
EndState 0
ChangeableTiming 0
IsIgnoreSame False
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lynel_Middle, 大剣突進切り斬り付け)

Name Value
ASName DashAttackLswordEnd
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lynel_Middle, 大攻撃上半身)

Name Value
ASName FrontLargeAttack
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lynel_Middle, 武器攻撃上半身)

Name Value
ASName AttackEnd
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子1 (Lynel_Middle, ジャンプ攻撃予備動作)

Name Value
ASName PreJumpAttack
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子1 (Lynel_Middle, 小剣三連撃)

Name Value
ASName AttackSwordNear2
EndState 0
ChangeableTiming 0
IsIgnoreSame False
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子1 (Lynel_Middle, 小剣三連撃ラスト)

Name Value
ASName AttackSwordNear3
EndState 0
ChangeableTiming 0
IsIgnoreSame False
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子1 (Lynel_Middle, 小剣三連撃初撃)

Name Value
ASName AttackSwordNear1
EndState 0
ChangeableTiming 0
IsIgnoreSame False
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子1 (Lynel_Middle, 大剣連撃)

Name Value
ASName AttackLswordNear2
EndState 0
ChangeableTiming 0
IsIgnoreSame False
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子1 (Lynel_Middle, 大剣連撃ラスト)

Name Value
ASName AttackLswordNear3
EndState 0
ChangeableTiming 0
IsIgnoreSame False
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子1 (Lynel_Middle, 大剣連撃初撃)

Name Value
ASName AttackLswordNear1
EndState 0
ChangeableTiming 0
IsIgnoreSame False
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子1 (Lynel_Middle, 咆哮開始)

Name Value
ASName RoarStart
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子1 (Lynel_Middle, 咆哮待機)

Name Value
ASName RoarLoop
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子2 (Lynel_Middle, 弓抜刀)

Name Value
ASName DrawBow
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子3 (Lynel_Middle, 6足攻撃予備動作後行動)

Name Value
ASName HornAttackStart
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

準備 (Lynel_Middle, 弓戦闘待機)

Name Value
ASName Body_BattleWait
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

上半身 (Lynel_Middle, ブレス終了)

Name Value
ASName FireBreathEnd
EndState 1
ChangeableTiming 1
IsIgnoreSame False
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

上半身 (Lynel_Middle, 弓警戒)

Name Value
ASName Body_BattleWait
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

上半身 (Lynel_Middle, 城湧き着地)

Name Value
ASName JumpEnd
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

上半身 (Lynel_Middle, 爆弾へブレス)

Name Value
ASName QuickBreath
EndState 1
ChangeableTiming 1
IsIgnoreSame False
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

上半身 (Lynel_Middle, 咆哮終了)

Name Value
ASName RoarEnd
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

先行動 (Lynel_Middle, 武器攻撃上半身振りかぶり)

Name Value
ASName AttackStart
EndState 1
ChangeableTiming 3
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

戦闘準備 (Lynel_Middle, 弓戦闘待機)

Name Value
ASName Body_BattleWait
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

ダメージ (RemainsWater, 子0)

Name Value
ASName Attack_Damage
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

後行動 (RemainsWater, へたれ中)

Name Value
ASName Attack_Wait
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

攻撃中 (RemainsWater, 子0)

Name Value
ASName Attack_Attack
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (RemainsWater, 遺物戦後ダメージ)

Name Value
ASName Howling_Dungeon
EndState 1
ChangeableTiming 1
IsIgnoreSame False
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (RemainsWater, 水上ダメージ)

Name Value
ASName Howling
EndState 1
ChangeableTiming 1
IsIgnoreSame False
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (RemainsWater, 水中ダメージ)

Name Value
ASName Howling_InWater
EndState 1
ChangeableTiming 1
IsIgnoreSame False
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

生成中 (RemainsWater, 子0)

Name Value
ASName Attack_Generation
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

先行動 (RemainsWater, へたれ中)

Name Value
ASName Attack_Charge
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

待機 (RemainsWater, 遺物戦後)

Name Value
ASName Dungeon_Wait
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

待機 (RemainsWater, 水上待機)

Name Value
ASName OutWater
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

待機 (RemainsWater, 水中待機)

Name Value
ASName InWater
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

中行動 (RemainsWater, へたれ中)

Name Value
ASName Attack_Charge_Ed
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Assassin_Middle_Azito_DLC, 角度差大)

Name Value
ASName PatrolTurn180
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Assassin_Middle_Azito_DLC, 気づき共通AS制御)

Name Value
ASName PatrolFind
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Assassin_Middle_Azito_DLC, 死亡アニメ)

Name Value
ASName EscapeEnd
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Assassin_Middle_Azito_DLC, 焼死アニメ)

Name Value
ASName Burn
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Assassin_Middle_Azito_DLC, 先行動)

Name Value
ASName PatrolItemPreGet
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Assassin_Middle_Azito_DLC, 不審物取得)

Name Value
ASName PatrolItemGet
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子2 (Assassin_Middle_Azito_DLC, 先行動)

Name Value
ASName Teleport
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Lizalfos_Bone, 子0)

Name Value
ASName JumpAttackEnd
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Lizalfos_Bone, 子0_0)

Name Value
ASName Attack
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Lizalfos_Bone, 焼死アニメ)

Name Value
ASName Burn
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Lizalfos_Bone, 子0)

Name Value
ASName AttackTongue
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

ロール前 (Priest_Boss_Giant, 回転あり)

Name Value
ASName StageRotSummonBall
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

回転終了待機 (Priest_Boss_Giant, 地形をロール)

Name Value
ASName FloatWait
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

回転終了待機 (Priest_Boss_Giant, 地形回転)

Name Value
ASName FloatWait
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

開始 (Priest_Boss_Giant, 地形回転)

Name Value
ASName StageTurnStart
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

後行動 (Priest_Boss_Giant, 転移)

Name Value
ASName TeleportEnd
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

後行動 (Priest_Boss_Giant, 転移_0)

Name Value
ASName TeleportEnd
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

攻撃 (Priest_Boss_Giant, 先行動)

Name Value
ASName AttackStageTrun
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

行動 (Priest_Boss_Giant, 待機)

Name Value
ASName FloatWait
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

行動 (Priest_Boss_Giant, 待機_1)

Name Value
ASName FloatWait
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Priest_Boss_Giant, 後行動)

Name Value
ASName ThrowAttackEnd
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Priest_Boss_Giant, 後行動_0)

Name Value
ASName ThunderStart
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Priest_Boss_Giant, 攻撃)

Name Value
ASName ThrowAttackLoop
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Priest_Boss_Giant, 第四段階)

Name Value
ASName LargeDamageStandTransition
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Priest_Boss_Giant, 近距離)

Name Value
ASName StandEyeBeamFoot
EndState 1
ChangeableTiming 0
IsIgnoreSame False
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Priest_Boss_Giant, 近距離_0)

Name Value
ASName StandEyeBeamFoot
EndState 1
ChangeableTiming 0
IsIgnoreSame False
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Priest_Boss_Giant, 踏みつけ_0)

Name Value
ASName StandEyeBeamFoot
EndState 1
ChangeableTiming 0
IsIgnoreSame False
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

準備 (Priest_Boss_Giant, 大土遁)

Name Value
ASName FloatWait
EndState 0
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

先行動 (Priest_Boss_Giant, 子0)

Name Value
ASName StandEyeBeamStart
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

先行動 (Priest_Boss_Giant, 準備完了待ち)

Name Value
ASName ThrowAttackStart
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

先行動 (Priest_Boss_Giant, 準備完了待ち_0)

Name Value
ASName CallCloneStart
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

先行動 (Priest_Boss_Giant, 速攻照準)

Name Value
ASName StandEyeBeamStart
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

先行動 (Priest_Boss_Giant, 転移)

Name Value
ASName TeleportStart
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

先行動 (Priest_Boss_Giant, 転移_0)

Name Value
ASName TeleportStart
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

待機 (Priest_Boss_Giant, 遠距離_0)

Name Value
ASName Wait
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

待機 (Priest_Boss_Giant, 後行動_0)

Name Value
ASName ThrowAttackWaitLoop
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

待機 (Priest_Boss_Giant, 子0_0)

Name Value
ASName StandEyeBeamLoop
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

浮遊ふらつき (Priest_Boss_Giant, ふっとび)

Name Value
ASName FlySmallDamage
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

復帰 (Priest_Boss_Giant, 子0)

Name Value
ASName LargeDamageDownEnd
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

落下 (Priest_Boss_Giant, 子0)

Name Value
ASName LargeDamageFallLoop
EndState 0
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

落下 (Priest_Boss_Giant, 子0_0)

Name Value
ASName LargeDamageFallLoop
EndState 0
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

例外待機 (Priest_Boss_Giant, 回転なし)

Name Value
ASName FloatWait
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

行動 (Moriblin_Blue, 子0)

Name Value
ASName LargeDoubleAttackWalk
EndState 1
ChangeableTiming 2
IsIgnoreSame False
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Moriblin_Blue, モリブリンダンス)

Name Value
ASName Dance
EndState 0
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Moriblin_Blue, 向き直り)

Name Value
ASName ListenStart
EndState 0
ChangeableTiming 3
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Moriblin_Blue, 行動)

Name Value
ASName DriveAway
EndState 0
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Moriblin_Blue, 座りアニメ)

Name Value
ASName Squat
EndState 0
ChangeableTiming 3
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Moriblin_Blue, 焼死アニメ)

Name Value
ASName Burn
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Moriblin_Blue, 先行動)

Name Value
ASName EatMeat
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.4

子0 (Moriblin_Blue, 薙ぎ払い攻撃)

Name Value
ASName LargeDoubleAttackWalk
EndState 0
ChangeableTiming 2
IsIgnoreSame False
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Moriblin_Blue, 立ち話発話)

Name Value
ASName StandTalk
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Moriblin_Blue, 話す)

Name Value
ASName Talk
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Chuchu_Middle, 空中湧きだし落下)

Name Value
ASName AppearInAir
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Chuchu_Middle, アイス後行動)

Name Value
ASName AttackToDownShader
EndState 2
ChangeableTiming 0
IsIgnoreSame True
SeqBank 1
TargetBone 0
FirstRandomRatio 0.0

子1 (Chuchu_Middle, ケミカル鎮静化)

Name Value
ASName AttackToDownShader
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 1
TargetBone 0
FirstRandomRatio 0.0

子1 (Chuchu_Middle, ケミカル復活)

Name Value
ASName DownRecoverShader
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 1
TargetBone 0
FirstRandomRatio 0.0

子1 (Chuchu_Middle, ダメージシェーダ再生)

Name Value
ASName DamageShader
EndState 2
ChangeableTiming 0
IsIgnoreSame True
SeqBank 1
TargetBone 0
FirstRandomRatio 0.0

子1 (Chuchu_Middle, ダメージ後ケミカル鎮静化)

Name Value
ASName DamageToDownShader
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 1
TargetBone 0
FirstRandomRatio 0.0

子2 (Chuchu_Middle, エレキ放出攻撃)

Name Value
ASName AttackToDownShader
EndState 2
ChangeableTiming 0
IsIgnoreSame True
SeqBank 1
TargetBone 0
FirstRandomRatio 0.0

子2 (Chuchu_Middle, ケミカル鎮静待機)

Name Value
ASName ChemicalDownShader
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 1
TargetBone 0
FirstRandomRatio 0.0

子2 (Chuchu_Middle, ケミカル放射死亡)

Name Value
ASName ChemicalEmitDieShader
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 1
TargetBone 0
FirstRandomRatio 0.0

行動 (Stal_Moriblin_Bone, 子0)

Name Value
ASName LargeDoubleAttackWalk
EndState 1
ChangeableTiming 2
IsIgnoreSame False
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Stal_Moriblin_Bone, 行動)

Name Value
ASName DriveAway
EndState 0
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Stal_Moriblin_Bone, 焼死アニメ)

Name Value
ASName Burn
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Stal_Moriblin_Bone, 薙ぎ払い攻撃)

Name Value
ASName LargeDoubleAttackWalk
EndState 0
ChangeableTiming 2
IsIgnoreSame False
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Stal_Moriblin_Bone, 待機)

Name Value
ASName Noise
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.05

子1 (Enemy_Ganon, 攻撃)

Name Value
ASName Attack_Wave
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Enemy_Ganon, 準備)

Name Value
ASName Attack_Chemical_Wind_Up
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

通常 (BarrelBomb, AI)

Name Value
ASName Null
EndState 2
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

Root (DgnObj_DLC_GondolaRail_A_01)

Name Value
ASName Move
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

後行動 (Lynel, 弓攻撃)

Name Value
ASName ArrowShoot
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

後行動 (Lynel, 弓上空撃ち攻撃)

Name Value
ASName ArrowShootUpper
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

後行動 (Lynel, 武器攻撃上半身振りかぶり)

Name Value
ASName AttackLoop
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lynel, ブレス2発目上半身)

Name Value
ASName FireBreathLoop
EndState 1
ChangeableTiming 1
IsIgnoreSame False
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lynel, ブレス3発目上半身)

Name Value
ASName FireBreathLoop
EndState 1
ChangeableTiming 1
IsIgnoreSame False
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lynel, ブレス上半身)

Name Value
ASName FireBreathStart
EndState 1
ChangeableTiming 1
IsIgnoreSame False
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lynel, リロード)

Name Value
ASName ArrowReload
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lynel, 音源を眺める)

Name Value
ASName ViewTerror
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lynel, 弓つがえ待機)

Name Value
ASName ArrowHold
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lynel, 弓上空撃ちつがえ待機)

Name Value
ASName ArrowHoldUpper
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lynel, 脅威を眺める)

Name Value
ASName ViewTerror
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lynel, 斬り付け)

Name Value
ASName RushAttackEnd
EndState 1
ChangeableTiming 0
IsIgnoreSame False
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lynel, 上空撃ちリロード)

Name Value
ASName ArrowReloadUpper
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lynel, 城湧き空中)

Name Value
ASName JumpLoop
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lynel, 正面気づき上半身)

Name Value
ASName WaitStop
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lynel, 大剣大攻撃上半身)

Name Value
ASName FrontLargeAttackLsword
EndState 0
ChangeableTiming 0
IsIgnoreSame False
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lynel, 大剣突進切り斬り付け)

Name Value
ASName DashAttackLswordEnd
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lynel, 大攻撃上半身)

Name Value
ASName FrontLargeAttack
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lynel, 武器攻撃上半身)

Name Value
ASName AttackEnd
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子1 (Lynel, ジャンプ攻撃予備動作)

Name Value
ASName PreJumpAttack
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子1 (Lynel, 小剣三連撃)

Name Value
ASName AttackSwordNear2
EndState 0
ChangeableTiming 0
IsIgnoreSame False
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子1 (Lynel, 小剣三連撃ラスト)

Name Value
ASName AttackSwordNear3
EndState 0
ChangeableTiming 0
IsIgnoreSame False
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子1 (Lynel, 小剣三連撃初撃)

Name Value
ASName AttackSwordNear1
EndState 0
ChangeableTiming 0
IsIgnoreSame False
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子1 (Lynel, 大剣連撃)

Name Value
ASName AttackLswordNear2
EndState 0
ChangeableTiming 0
IsIgnoreSame False
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子1 (Lynel, 大剣連撃ラスト)

Name Value
ASName AttackLswordNear3
EndState 0
ChangeableTiming 0
IsIgnoreSame False
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子1 (Lynel, 大剣連撃初撃)

Name Value
ASName AttackLswordNear1
EndState 0
ChangeableTiming 0
IsIgnoreSame False
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子1 (Lynel, 咆哮開始)

Name Value
ASName RoarStart
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子1 (Lynel, 咆哮待機)

Name Value
ASName RoarLoop
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子2 (Lynel, 弓抜刀)

Name Value
ASName DrawBow
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子3 (Lynel, 6足攻撃予備動作後行動)

Name Value
ASName HornAttackStart
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

準備 (Lynel, 弓戦闘待機)

Name Value
ASName Body_BattleWait
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

上半身 (Lynel, ブレス終了)

Name Value
ASName FireBreathEnd
EndState 1
ChangeableTiming 1
IsIgnoreSame False
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

上半身 (Lynel, 弓警戒)

Name Value
ASName Body_BattleWait
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

上半身 (Lynel, 城湧き着地)

Name Value
ASName JumpEnd
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

上半身 (Lynel, 爆弾へブレス)

Name Value
ASName QuickBreath
EndState 1
ChangeableTiming 1
IsIgnoreSame False
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

上半身 (Lynel, 咆哮終了)

Name Value
ASName RoarEnd
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

先行動 (Lynel, 武器攻撃上半身振りかぶり)

Name Value
ASName AttackStart
EndState 1
ChangeableTiming 3
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

戦闘準備 (Lynel, 弓戦闘待機)

Name Value
ASName Body_BattleWait
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Octarock_Stone, ガード終了)

Name Value
ASName HideLookGuardEnd
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Octarock_Stone, 通常)

Name Value
ASName HideLookWait
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Octarock_Stone, 吐き出しオクタ砲)

Name Value
ASName HideLookAttack
EndState 1
ChangeableTiming 3
IsIgnoreSame False
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Octarock_Stone, 爆弾岩オクタ砲)

Name Value
ASName HideLookAttack
EndState 1
ChangeableTiming 3
IsIgnoreSame False
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Octarock_Stone, アイテムスワップアニメ)

Name Value
ASName VacuumMogMog
EndState 0
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Octarock_Stone, アイテムスワップディレイ)

Name Value
ASName VacuumMogMog
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子2 (Octarock_Stone, 爆弾もぐもぐ)

Name Value
ASName VacuumMogMog
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Guardian_Mini_Practice, 腕ASL)

Name Value
ASName Wait
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子2 (Guardian_Mini_Practice, 腕ASB)

Name Value
ASName Wait
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 2
FirstRandomRatio 0.0

子3 (Guardian_Mini_Practice, 攻撃ASH)

Name Value
ASName AttackH
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子3 (Guardian_Mini_Practice, 攻撃ASV)

Name Value
ASName AttackV
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Chuchu_Senior, 空中湧きだし落下)

Name Value
ASName AppearInAir
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Chuchu_Senior, アイス後行動)

Name Value
ASName AttackToDownShader
EndState 2
ChangeableTiming 0
IsIgnoreSame True
SeqBank 1
TargetBone 0
FirstRandomRatio 0.0

子1 (Chuchu_Senior, ケミカル鎮静化)

Name Value
ASName AttackToDownShader
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 1
TargetBone 0
FirstRandomRatio 0.0

子1 (Chuchu_Senior, ケミカル復活)

Name Value
ASName DownRecoverShader
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 1
TargetBone 0
FirstRandomRatio 0.0

子1 (Chuchu_Senior, ダメージシェーダ再生)

Name Value
ASName DamageShader
EndState 2
ChangeableTiming 0
IsIgnoreSame True
SeqBank 1
TargetBone 0
FirstRandomRatio 0.0

子1 (Chuchu_Senior, ダメージ後ケミカル鎮静化)

Name Value
ASName DamageToDownShader
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 1
TargetBone 0
FirstRandomRatio 0.0

子2 (Chuchu_Senior, エレキ放出攻撃)

Name Value
ASName AttackToDownShader
EndState 2
ChangeableTiming 0
IsIgnoreSame True
SeqBank 1
TargetBone 0
FirstRandomRatio 0.0

子2 (Chuchu_Senior, ケミカル鎮静待機)

Name Value
ASName ChemicalDownShader
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 1
TargetBone 0
FirstRandomRatio 0.0

子2 (Chuchu_Senior, ケミカル放射死亡)

Name Value
ASName ChemicalEmitDieShader
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 1
TargetBone 0
FirstRandomRatio 0.0

子0 (Lizalfos_Senior, リザルフォスダンス)

Name Value
ASName Dance
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Lizalfos_Senior, 向き直り)

Name Value
ASName ListenStart
EndState 1
ChangeableTiming 3
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Lizalfos_Senior, 座りアニメ)

Name Value
ASName Squat
EndState 0
ChangeableTiming 3
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Lizalfos_Senior, 子0_0)

Name Value
ASName Attack
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Lizalfos_Senior, 焼死アニメ)

Name Value
ASName Burn
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Lizalfos_Senior, 食事)

Name Value
ASName EatMeat
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.4

子0 (Lizalfos_Senior, 立ち話発話)

Name Value
ASName StandTalk
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Lizalfos_Senior, 話す)

Name Value
ASName Talk
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

空中 (PriestBossShadowCloneBullet, 投擲)

Name Value
ASName CallCloneKickLoop
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (PriestBossShadowCloneBullet, 待機_1)

Name Value
ASName CloneThrowLoop
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子2 (Golem_Little_Ice, 小ダメージ)

Name Value
ASName Lifted
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

仮の姿 (MasterSwordRoot, 子1)

Name Value
ASName OffTrueForm
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 1
TargetBone 0
FirstRandomRatio 0.0

子0 (MasterSwordRoot, 真の姿)

Name Value
ASName OnTrueForm
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 1
TargetBone 0
FirstRandomRatio 0.0

子0 (Assassin_Junior_Shooter, 回転攻撃)

Name Value
ASName FrontAttackStart
EndState 2
ChangeableTiming 0
IsIgnoreSame False
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Assassin_Junior_Shooter, 後退回転攻撃)

Name Value
ASName FrontAttackStart
EndState 2
ChangeableTiming 0
IsIgnoreSame False
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Assassin_Junior_Shooter, 焼死アニメ)

Name Value
ASName Burn
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Assassin_Junior_Shooter, ショック)

Name Value
ASName Miss
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Assassin_Junior_Shooter, 子0)

Name Value
ASName LargeDamage
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子2 (Assassin_Junior_Shooter, 先行動)

Name Value
ASName TeleportAttackStart
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子3 (Assassin_Junior_Shooter, 空中)

Name Value
ASName FrontAttackShoot
EndState 2
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Assassin_Junior_Azito_Shooter, 後退回転攻撃)

Name Value
ASName FrontAttackStart
EndState 2
ChangeableTiming 0
IsIgnoreSame False
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Assassin_Junior_Azito_Shooter, 焼死アニメ)

Name Value
ASName Burn
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Assassin_Junior_Azito_Shooter, ショック)

Name Value
ASName Miss
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Assassin_Junior_Azito_Shooter, 子0)

Name Value
ASName LargeDamage
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子2 (Assassin_Junior_Azito_Shooter, 先行動)

Name Value
ASName TeleportAttackStart
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子3 (Assassin_Junior_Azito_Shooter, 空中)

Name Value
ASName FrontAttackShoot
EndState 2
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子2 (Golem_Little_Fire, 小ダメージ)

Name Value
ASName Lifted
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Stal_Bokoblin_Head, 移動)

Name Value
ASName Wait
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Stal_Bokoblin_Head, 行動)

Name Value
ASName Wait
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Lizalfos_Middle, リザルフォスダンス)

Name Value
ASName Dance
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Lizalfos_Middle, 向き直り)

Name Value
ASName ListenStart
EndState 1
ChangeableTiming 3
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Lizalfos_Middle, 座りアニメ)

Name Value
ASName Squat
EndState 0
ChangeableTiming 3
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Lizalfos_Middle, 子0)

Name Value
ASName JumpAttackEnd
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Lizalfos_Middle, 子0_0)

Name Value
ASName Attack
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Lizalfos_Middle, 焼死アニメ)

Name Value
ASName Burn
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Lizalfos_Middle, 食事)

Name Value
ASName EatMeat
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.4

子0 (Lizalfos_Middle, 立ち話発話)

Name Value
ASName StandTalk
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Lizalfos_Middle, 話す)

Name Value
ASName Talk
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Lizalfos_Middle, 子0)

Name Value
ASName AttackTongue
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子0 (Lizalfos_Ice, リザルフォスダンス)

Name Value
ASName Dance
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Lizalfos_Ice, 向き直り)

Name Value
ASName ListenStart
EndState 1
ChangeableTiming 3
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Lizalfos_Ice, 座りアニメ)

Name Value
ASName Squat
EndState 0
ChangeableTiming 3
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Lizalfos_Ice, 子0)

Name Value
ASName JumpAttackEnd
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Lizalfos_Ice, 子0_0)

Name Value
ASName Attack
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Lizalfos_Ice, 焼死アニメ)

Name Value
ASName Burn
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Lizalfos_Ice, 食事)

Name Value
ASName EatMeat
EndState 1
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.4

子0 (Lizalfos_Ice, 立ち話発話)

Name Value
ASName StandTalk
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子0 (Lizalfos_Ice, 話す)

Name Value
ASName Talk
EndState 1
ChangeableTiming 2
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Lizalfos_Ice, 子0)

Name Value
ASName AttackTongue
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 1
FirstRandomRatio 0.0

子1 (Stal_Giant_Eye, 移動)

Name Value
ASName Wait
EndState 0
ChangeableTiming 0
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子1 (Stal_Giant_Eye, 行動)

Name Value
ASName Return
EndState 0
ChangeableTiming 0
IsIgnoreSame False
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0

子2 (Heron, 逃走前)

Name Value
ASName BeforeFly
EndState 1
ChangeableTiming 1
IsIgnoreSame True
SeqBank 0
TargetBone 0
FirstRandomRatio 0.0