AIDef:Action/ForkASPlay

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)
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