AIDef:Action/ForkTimer

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)
ForkTimer
AI definition
Type Action

StaticInstParams

Name Type Default value Description
WaitFrame Int
WaitFrameRand Int
IsChangeable Bool
EndState Int


Derived definitions

子1 (AscendingCurrentBeastGanon, 先行動)

Name Value
WaitFrame 1800
WaitFrameRand 0
IsChangeable False
EndState 0

子1 (Stal_Bokoblin_Junior_Body, 近距離攻撃タイムアウト用)

Name Value
WaitFrame 90
WaitFrameRand 0
IsChangeable True
EndState 1

子1 (Stal_Bokoblin_Junior_Body, 振りまわし攻撃タイマー)

Name Value
WaitFrame 45
WaitFrameRand 0
IsChangeable False
EndState 0

子2 (Stal_Bokoblin_Junior_Body, 焼死リアクション)

Name Value
WaitFrame 30
WaitFrameRand 0
IsChangeable True
EndState 0

先行動 (Priest_Boss_ShadowClone, 一列陣形_現れる_1)

Name Value
WaitFrame 8
WaitFrameRand 0
IsChangeable False
EndState 0

先行動 (Priest_Boss_ShadowClone, 円陣_現れる_1)

Name Value
WaitFrame 8
WaitFrameRand 0
IsChangeable False
EndState 0

以下 (EnemyChatFortTag, 会話)

Name Value
WaitFrame 600
WaitFrameRand 0
IsChangeable True
EndState 0

子2 (LynelFlame, 移動)

Name Value
WaitFrame 900
WaitFrameRand 0
IsChangeable True
EndState 0

子0 (Rabbit, 子1_0)

Name Value
WaitFrame 10
WaitFrameRand 0
IsChangeable False
EndState 2

子1 (SiteBossSpear, 先行動_0)

Name Value
WaitFrame 0
WaitFrameRand 0
IsChangeable False
EndState 0

子0 (InsectStopGo, 子1)

Name Value
WaitFrame 10
WaitFrameRand 0
IsChangeable False
EndState 2

地上 (InsectStopGo, 子1)

Name Value
WaitFrame 45
WaitFrameRand 0
IsChangeable False
EndState 0

子1 (Enemy_Golem_Fire_R, 接近攻撃接近移動)

Name Value
WaitFrame 300
WaitFrameRand 0
IsChangeable True
EndState 1

子1 (ForestGiant_Middle, チャンス待機中行動)

Name Value
WaitFrame 100
WaitFrameRand 0
IsChangeable True
EndState 0

子1 (ForestGiant_Middle, 弱点ダメージAS再生ループ)

Name Value
WaitFrame 90
WaitFrameRand 0
IsChangeable False
EndState 0

子1 (ForestGiant_Middle, 弱点爆破ダメージAS再生ループ)

Name Value
WaitFrame 180
WaitFrameRand 0
IsChangeable False
EndState 0

子1 (ForestGiant_Middle, 水上警戒待機)

Name Value
WaitFrame 30
WaitFrameRand 0
IsChangeable True
EndState 0

子1 (ForestGiant_Middle, 水上戦闘パス探索)

Name Value
WaitFrame 15
WaitFrameRand 0
IsChangeable True
EndState 0

子1 (ForestGiant_Middle, 騒ぎ待機タイマー)

Name Value
WaitFrame 90
WaitFrameRand 0
IsChangeable True
EndState 0

子1 (ForestGiant_Middle, 対象泳ぎ挑発待機)

Name Value
WaitFrame 45
WaitFrameRand 90
IsChangeable True
EndState 0

子1 (ForestGiant_Middle, 徘徊待機)

Name Value
WaitFrame 30
WaitFrameRand 15
IsChangeable True
EndState 0

子1 (ZoraHeroRelicBattle, エリア外移動待機)

Name Value
WaitFrame 60
WaitFrameRand 15
IsChangeable True
EndState 0

子1 (ZoraHeroRelicBattle, 滝つぼ待機タイマ)

Name Value
WaitFrame 300
WaitFrameRand 0
IsChangeable True
EndState 0

子1 (Lizalfos, リザルフォスダンス)

Name Value
WaitFrame 1200
WaitFrameRand 0
IsChangeable True
EndState 0

子2 (Lizalfos, 向き直り)

Name Value
WaitFrame 30
WaitFrameRand 30
IsChangeable False
EndState 0

子2 (Lizalfos, 焼死リアクション)

Name Value
WaitFrame 30
WaitFrameRand 0
IsChangeable True
EndState 0

子2 (Lizalfos, 話す)

Name Value
WaitFrame 80
WaitFrameRand 160
IsChangeable True
EndState 0

子1 (Stal_Lizalfos_Head, 行動禁止タイマ)

Name Value
WaitFrame 30
WaitFrameRand 0
IsChangeable True
EndState 0

対象NPC (Bee_Swarm, 戦闘タイマー)

Name Value
WaitFrame 900
WaitFrameRand 30
IsChangeable True
EndState 1

対象それ以外 (Bee_Swarm, 戦闘タイマー)

Name Value
WaitFrame 900
WaitFrameRand 30
IsChangeable True
EndState 1

対象獲物 (Bee_Swarm, 戦闘タイマー)

Name Value
WaitFrame 900
WaitFrameRand 30
IsChangeable True
EndState 1

子1 (IceArrow, ケミカル待機)

Name Value
WaitFrame 1
WaitFrameRand 0
IsChangeable False
EndState 0

子1 (IceArrow, 爆発)

Name Value
WaitFrame 16
WaitFrameRand 0
IsChangeable False
EndState 0

子1 (Bokoblin_Red, ボコブリンダンス)

Name Value
WaitFrame 1200
WaitFrameRand 30
IsChangeable True
EndState 0

子1 (Bokoblin_Red, 近距離攻撃タイムアウト用)

Name Value
WaitFrame 90
WaitFrameRand 0
IsChangeable True
EndState 1

子1 (Bokoblin_Red, 振りまわし攻撃タイマー)

Name Value
WaitFrame 45
WaitFrameRand 0
IsChangeable False
EndState 0

子2 (Bokoblin_Red, 向き直り)

Name Value
WaitFrame 30
WaitFrameRand 30
IsChangeable False
EndState 0

子2 (Bokoblin_Red, 焼死リアクション)

Name Value
WaitFrame 30
WaitFrameRand 0
IsChangeable True
EndState 0

子2 (Bokoblin_Red, 話す)

Name Value
WaitFrame 80
WaitFrameRand 160
IsChangeable True
EndState 0

子1 (ForestGiant_Senior, チャンス待機中行動)

Name Value
WaitFrame 100
WaitFrameRand 0
IsChangeable True
EndState 0

子1 (ForestGiant_Senior, 弱点ダメージAS再生ループ)

Name Value
WaitFrame 90
WaitFrameRand 0
IsChangeable False
EndState 0

子1 (ForestGiant_Senior, 弱点爆破ダメージAS再生ループ)

Name Value
WaitFrame 180
WaitFrameRand 0
IsChangeable False
EndState 0

子1 (ForestGiant_Senior, 水上警戒待機)

Name Value
WaitFrame 30
WaitFrameRand 0
IsChangeable True
EndState 0

子1 (ForestGiant_Senior, 水上戦闘パス探索)

Name Value
WaitFrame 15
WaitFrameRand 0
IsChangeable True
EndState 0

子1 (ForestGiant_Senior, 騒ぎ待機タイマー)

Name Value
WaitFrame 90
WaitFrameRand 0
IsChangeable True
EndState 0

子1 (ForestGiant_Senior, 対象泳ぎ挑発待機)

Name Value
WaitFrame 45
WaitFrameRand 90
IsChangeable True
EndState 0

子1 (ForestGiant_Senior, 徘徊待機)

Name Value
WaitFrame 30
WaitFrameRand 15
IsChangeable True
EndState 0

子2 (Assassin_Middle_Azito, 焼死リアクション)

Name Value
WaitFrame 30
WaitFrameRand 0
IsChangeable True
EndState 0

子2 (Assassin_Middle_Quest, 焼死リアクション)

Name Value
WaitFrame 30
WaitFrameRand 0
IsChangeable True
EndState 0

後行動 (Chuchu, アイス攻撃後タイマー)

Name Value
WaitFrame 30
WaitFrameRand 0
IsChangeable False
EndState 0

先行動 (Chuchu, ドロップ生成時無敵)

Name Value
WaitFrame 5
WaitFrameRand 0
IsChangeable True
EndState 0

子0 (Pigeon, 子1)

Name Value
WaitFrame 5
WaitFrameRand 0
IsChangeable False
EndState 2

子1 (GiantShootBomb, 爆破予約)

Name Value
WaitFrame 16
WaitFrameRand 0
IsChangeable False
EndState 0

子0 (Boar, 子1_0)

Name Value
WaitFrame 10
WaitFrameRand 0
IsChangeable False
EndState 2

子2 (Assassin_Middle, 焼死リアクション)

Name Value
WaitFrame 30
WaitFrameRand 0
IsChangeable True
EndState 0

子1 (PriestBossIronBall, 先行動)

Name Value
WaitFrame 10
WaitFrameRand 0
IsChangeable False
EndState 0

子1 (WillBall, 先行動)

Name Value
WaitFrame 10
WaitFrameRand 0
IsChangeable False
EndState 0

子1 (WillBall, 先行動_0)

Name Value
WaitFrame 30
WaitFrameRand 0
IsChangeable False
EndState 0

子0 (Deer, 子1_0)

Name Value
WaitFrame 10
WaitFrameRand 0
IsChangeable False
EndState 2

子1 (ForestGiant, チャンス待機中行動)

Name Value
WaitFrame 100
WaitFrameRand 0
IsChangeable True
EndState 0

子1 (ForestGiant, 弱点ダメージAS再生ループ)

Name Value
WaitFrame 90
WaitFrameRand 0
IsChangeable False
EndState 0

子1 (ForestGiant, 弱点爆破ダメージAS再生ループ)

Name Value
WaitFrame 180
WaitFrameRand 0
IsChangeable False
EndState 0

子1 (ForestGiant, 水上警戒待機)

Name Value
WaitFrame 30
WaitFrameRand 0
IsChangeable True
EndState 0

子1 (ForestGiant, 水上戦闘パス探索)

Name Value
WaitFrame 15
WaitFrameRand 0
IsChangeable True
EndState 0

子1 (ForestGiant, 騒ぎ待機タイマー)

Name Value
WaitFrame 90
WaitFrameRand 0
IsChangeable True
EndState 0

子1 (ForestGiant, 対象泳ぎ挑発待機)

Name Value
WaitFrame 45
WaitFrameRand 90
IsChangeable True
EndState 0

子1 (ForestGiant, 徘徊待機)

Name Value
WaitFrame 30
WaitFrameRand 15
IsChangeable True
EndState 0

子1 (SiteBossSpearCastle, 先行動_0)

Name Value
WaitFrame 0
WaitFrameRand 0
IsChangeable False
EndState 0

子0 (InsectDragonFly, 子1)

Name Value
WaitFrame 10
WaitFrameRand 0
IsChangeable False
EndState 2

地上 (InsectDragonFly, 子1)

Name Value
WaitFrame 45
WaitFrameRand 0
IsChangeable False
EndState 0

子0 (Wizzrobe, 諦めワープ待機)

Name Value
WaitFrame 1
WaitFrameRand 0
IsChangeable True
EndState 0

子2 (Wizzrobe, テレポートタイマー)

Name Value
WaitFrame 300
WaitFrameRand 0
IsChangeable True
EndState 0

子1 (Lynel_Senior, ワープ後待機)

Name Value
WaitFrame 10
WaitFrameRand 0
IsChangeable True
EndState 0

子1 (Lynel_Senior, 観察納刀前待機)

Name Value
WaitFrame 30
WaitFrameRand 0
IsChangeable True
EndState 0

子1 (Lynel_Senior, 弓つがえ待機)

Name Value
WaitFrame 15
WaitFrameRand 15
IsChangeable False
EndState 0

子1 (Lynel_Senior, 弓戦闘移動見まわす下半身)

Name Value
WaitFrame 20
WaitFrameRand 0
IsChangeable True
EndState 0

子1 (Lynel_Senior, 正面危険回避待機)

Name Value
WaitFrame 10
WaitFrameRand 0
IsChangeable False
EndState 0

子1 (Lynel_Senior, 正面気づき上半身)

Name Value
WaitFrame 15
WaitFrameRand 0
IsChangeable False
EndState 0

子1 (Lynel_Senior, 戦闘パス探索)

Name Value
WaitFrame 15
WaitFrameRand 0
IsChangeable True
EndState 0

子1 (Lynel_Senior, 中行動)

Name Value
WaitFrame 120
WaitFrameRand 0
IsChangeable False
EndState 0

子1 (Lynel_Senior, 抜刀後待機)

Name Value
WaitFrame 10
WaitFrameRand 0
IsChangeable True
EndState 0

子1 (Lynel_Senior, 徘徊待機)

Name Value
WaitFrame 120
WaitFrameRand 0
IsChangeable True
EndState 0

子2 (Lynel_Senior, 音源を眺める)

Name Value
WaitFrame 15
WaitFrameRand 0
IsChangeable True
EndState 0

子2 (Lynel_Senior, 斬りぬけ移動失敗下半身)

Name Value
WaitFrame 0
WaitFrameRand 0
IsChangeable False
EndState 1

子2 (Lynel_Senior, 突進切り接近)

Name Value
WaitFrame 5
WaitFrameRand 0
IsChangeable False
EndState 2

先行動 (Lynel_Senior, ワープ時フェードアウト)

Name Value
WaitFrame 50
WaitFrameRand 0
IsChangeable False
EndState 0

子1 (SiteBossSpearR, 先行動_0)

Name Value
WaitFrame 0
WaitFrameRand 0
IsChangeable False
EndState 0

先行動 (GoronCannon, 冷却中)

Name Value
WaitFrame 30
WaitFrameRand 0
IsChangeable False
EndState 0

準備待機 (Item_Enemy_57, 抱持あり)

Name Value
WaitFrame 60
WaitFrameRand 0
IsChangeable True
EndState 1

子1 (Golem_Senior, 接近攻撃接近移動)

Name Value
WaitFrame 300
WaitFrameRand 0
IsChangeable True
EndState 1

子1 (Lizalfos_Fire, リザルフォスダンス)

Name Value
WaitFrame 1200
WaitFrameRand 0
IsChangeable True
EndState 0

子2 (Lizalfos_Fire, 向き直り)

Name Value
WaitFrame 30
WaitFrameRand 30
IsChangeable False
EndState 0

子2 (Lizalfos_Fire, 焼死リアクション)

Name Value
WaitFrame 30
WaitFrameRand 0
IsChangeable True
EndState 0

子2 (Lizalfos_Fire, 話す)

Name Value
WaitFrame 80
WaitFrameRand 160
IsChangeable True
EndState 0

子0 (Sunazarashi, 子1_0)

Name Value
WaitFrame 10
WaitFrameRand 0
IsChangeable False
EndState 2

子1 (Golem_Little, 小ダメージ)

Name Value
WaitFrame 16
WaitFrameRand 0
IsChangeable False
EndState 0

子1 (Bokoblin_Senior, ボコブリンダンス)

Name Value
WaitFrame 1200
WaitFrameRand 30
IsChangeable True
EndState 0

子1 (Bokoblin_Senior, 近距離攻撃タイムアウト用)

Name Value
WaitFrame 90
WaitFrameRand 0
IsChangeable True
EndState 1

子1 (Bokoblin_Senior, 振りまわし攻撃タイマー)

Name Value
WaitFrame 160
WaitFrameRand 30
IsChangeable True
EndState 0

子2 (Bokoblin_Senior, 向き直り)

Name Value
WaitFrame 30
WaitFrameRand 30
IsChangeable False
EndState 0

子2 (Bokoblin_Senior, 焼死リアクション)

Name Value
WaitFrame 30
WaitFrameRand 0
IsChangeable True
EndState 0

子2 (Bokoblin_Senior, 話す)

Name Value
WaitFrame 80
WaitFrameRand 160
IsChangeable True
EndState 0

子1 (Bokoblin_Rapid, ボコブリンダンス)

Name Value
WaitFrame 1200
WaitFrameRand 30
IsChangeable True
EndState 0

子1 (Bokoblin_Rapid, 近距離攻撃タイムアウト用)

Name Value
WaitFrame 90
WaitFrameRand 0
IsChangeable True
EndState 1

子1 (Bokoblin_Rapid, 振りまわし攻撃タイマー)

Name Value
WaitFrame 45
WaitFrameRand 0
IsChangeable False
EndState 0

子2 (Bokoblin_Rapid, 向き直り)

Name Value
WaitFrame 30
WaitFrameRand 30
IsChangeable False
EndState 0

子2 (Bokoblin_Rapid, 焼死リアクション)

Name Value
WaitFrame 30
WaitFrameRand 0
IsChangeable True
EndState 0

子2 (Bokoblin_Rapid, 話す)

Name Value
WaitFrame 80
WaitFrameRand 160
IsChangeable True
EndState 0

子1 (Lizalfos_Electric, リザルフォスダンス)

Name Value
WaitFrame 1200
WaitFrameRand 0
IsChangeable True
EndState 0

子2 (Lizalfos_Electric, 向き直り)

Name Value
WaitFrame 30
WaitFrameRand 30
IsChangeable False
EndState 0

子2 (Lizalfos_Electric, 焼死リアクション)

Name Value
WaitFrame 30
WaitFrameRand 0
IsChangeable True
EndState 0

子2 (Lizalfos_Electric, 話す)

Name Value
WaitFrame 80
WaitFrameRand 160
IsChangeable True
EndState 0

子1 (Moriblin_Senior, ステップ)

Name Value
WaitFrame 100
WaitFrameRand 0
IsChangeable True
EndState 1

子1 (Moriblin_Senior, モリブリンダンス)

Name Value
WaitFrame 1200
WaitFrameRand 0
IsChangeable True
EndState 0

子1 (Moriblin_Senior, 子0)

Name Value
WaitFrame 160
WaitFrameRand 0
IsChangeable True
EndState 0

子2 (Moriblin_Senior, 向き直り)

Name Value
WaitFrame 30
WaitFrameRand 30
IsChangeable False
EndState 0

子2 (Moriblin_Senior, 焼死リアクション)

Name Value
WaitFrame 30
WaitFrameRand 0
IsChangeable False
EndState 0

子2 (Moriblin_Senior, 話す)

Name Value
WaitFrame 80
WaitFrameRand 160
IsChangeable True
EndState 0

後行動 (GanonBeast, 先行動)

Name Value
WaitFrame 550
WaitFrameRand 0
IsChangeable True
EndState 0

子0 (GanonBeast, 先行動_0)

Name Value
WaitFrame 320
WaitFrameRand 0
IsChangeable False
EndState 0

子1 (GanonBeast, 先行動)

Name Value
WaitFrame 390
WaitFrameRand 0
IsChangeable False
EndState 0

子1 (GanonBeast, 歩きタイマー)

Name Value
WaitFrame 120
WaitFrameRand 240
IsChangeable False
EndState 0

子2 (GanonBeast, 初弱点露出デモタイマー)

Name Value
WaitFrame 120
WaitFrameRand 0
IsChangeable False
EndState 0

子2 (GanonBeast, 待機)

Name Value
WaitFrame 120
WaitFrameRand 0
IsChangeable False
EndState 0

先行動 (GanonBeast, 演出待ち)

Name Value
WaitFrame 120
WaitFrameRand 0
IsChangeable False
EndState 0

先行動 (GanonBeast, 最終演出待ち)

Name Value
WaitFrame 120
WaitFrameRand 0
IsChangeable False
EndState 0

先行動 (GanonBeast, 初回弱点露出間)

Name Value
WaitFrame 420
WaitFrameRand 0
IsChangeable False
EndState 0

子1 (Stal_Moriblin_Head, 行動禁止タイマ)

Name Value
WaitFrame 30
WaitFrameRand 0
IsChangeable True
EndState 0

後行動 (Priest_Boss_ShadowClone_Real, 分身)

Name Value
WaitFrame 30
WaitFrameRand 0
IsChangeable False
EndState 0

先行動 (Priest_Boss_ShadowClone_Real, 一列陣形_現れる_1)

Name Value
WaitFrame 8
WaitFrameRand 0
IsChangeable False
EndState 0

先行動 (Priest_Boss_ShadowClone_Real, 円陣_現れる_1)

Name Value
WaitFrame 8
WaitFrameRand 0
IsChangeable False
EndState 0

子0 (Fox, 子1_0)

Name Value
WaitFrame 10
WaitFrameRand 0
IsChangeable False
EndState 2

子1 (Golem_Middle, 接近攻撃接近移動)

Name Value
WaitFrame 300
WaitFrameRand 0
IsChangeable True
EndState 1

子1 (BalloonBarrelBomb, 先行動)

Name Value
WaitFrame 16
WaitFrameRand 0
IsChangeable False
EndState 0

子1 (ArrowRoot, ケミカル待機)

Name Value
WaitFrame 1
WaitFrameRand 0
IsChangeable False
EndState 0

子1 (ArrowRoot, 爆発)

Name Value
WaitFrame 16
WaitFrameRand 0
IsChangeable False
EndState 0

子1 (WillBreakBall, 先行動)

Name Value
WaitFrame 10
WaitFrameRand 0
IsChangeable False
EndState 0

子2 (Sandworm, 怒り回遊タイマ)

Name Value
WaitFrame 240
WaitFrameRand 0
IsChangeable True
EndState 0

子1 (RemoteBomb, 先行動)

Name Value
WaitFrame 16
WaitFrameRand 0
IsChangeable False
EndState 0

子0 (Squirrel, 子1_0)

Name Value
WaitFrame 10
WaitFrameRand 0
IsChangeable False
EndState 2

子2 (Assassin_Junior, 焼死リアクション)

Name Value
WaitFrame 30
WaitFrameRand 0
IsChangeable True
EndState 0

子1 (Lynel_Middle, ワープ後待機)

Name Value
WaitFrame 10
WaitFrameRand 0
IsChangeable True
EndState 0

子1 (Lynel_Middle, 観察納刀前待機)

Name Value
WaitFrame 30
WaitFrameRand 0
IsChangeable True
EndState 0

子1 (Lynel_Middle, 弓つがえ待機)

Name Value
WaitFrame 15
WaitFrameRand 15
IsChangeable False
EndState 0

子1 (Lynel_Middle, 弓戦闘移動見まわす下半身)

Name Value
WaitFrame 20
WaitFrameRand 0
IsChangeable True
EndState 0

子1 (Lynel_Middle, 正面危険回避待機)

Name Value
WaitFrame 10
WaitFrameRand 0
IsChangeable False
EndState 0

子1 (Lynel_Middle, 正面気づき上半身)

Name Value
WaitFrame 15
WaitFrameRand 0
IsChangeable False
EndState 0

子1 (Lynel_Middle, 戦闘パス探索)

Name Value
WaitFrame 15
WaitFrameRand 0
IsChangeable True
EndState 0

子1 (Lynel_Middle, 中行動)

Name Value
WaitFrame 120
WaitFrameRand 0
IsChangeable False
EndState 0

子1 (Lynel_Middle, 抜刀後待機)

Name Value
WaitFrame 10
WaitFrameRand 0
IsChangeable True
EndState 0

子1 (Lynel_Middle, 徘徊待機)

Name Value
WaitFrame 120
WaitFrameRand 0
IsChangeable True
EndState 0

子2 (Lynel_Middle, 音源を眺める)

Name Value
WaitFrame 15
WaitFrameRand 0
IsChangeable True
EndState 0

子2 (Lynel_Middle, 斬りぬけ移動失敗下半身)

Name Value
WaitFrame 0
WaitFrameRand 0
IsChangeable False
EndState 1

子2 (Lynel_Middle, 突進切り接近)

Name Value
WaitFrame 5
WaitFrameRand 0
IsChangeable False
EndState 2

先行動 (Lynel_Middle, ワープ時フェードアウト)

Name Value
WaitFrame 50
WaitFrameRand 0
IsChangeable False
EndState 0

後行動 (RemainsWater, 弾発射後Wait)

Name Value
WaitFrame 0
WaitFrameRand 0
IsChangeable True
EndState 0

子2 (Assassin_Middle_Azito_DLC, 焼死リアクション)

Name Value
WaitFrame 30
WaitFrameRand 0
IsChangeable True
EndState 0

子0 (LittleBird, 子1)

Name Value
WaitFrame 5
WaitFrameRand 0
IsChangeable False
EndState 2

子1 (Guardian_Mini_DetachLineBeam, 焼死アニメ)

Name Value
WaitFrame 30
WaitFrameRand 0
IsChangeable False
EndState 0

子1 (Keese, 見失い)

Name Value
WaitFrame 10
WaitFrameRand 0
IsChangeable False
EndState 2

子0 (GanonSeaOfFlameToSleep, 先行動)

Name Value
WaitFrame 135
WaitFrameRand 0
IsChangeable False
EndState 0

子2 (Enemy_SandwormR, 怒り回遊タイマ)

Name Value
WaitFrame 0
WaitFrameRand 0
IsChangeable True
EndState 0

子0 (SiteBossPillarOfFlameToSleep, 先行動)

Name Value
WaitFrame 240
WaitFrameRand 0
IsChangeable False
EndState 0

子2 (Lizalfos_Bone, 焼死リアクション)

Name Value
WaitFrame 30
WaitFrameRand 0
IsChangeable True
EndState 0

先行動 (DungeonCannon, 冷却中)

Name Value
WaitFrame 30
WaitFrameRand 0
IsChangeable False
EndState 0

子1 (Priest_Boss_Giant, 遠距離_0)

Name Value
WaitFrame 1
WaitFrameRand 15
IsChangeable False
EndState 0

子2 (Priest_Boss_Giant, 後行動_0)

Name Value
WaitFrame 280
WaitFrameRand 0
IsChangeable False
EndState 0

子1 (Moriblin_Blue, ステップ)

Name Value
WaitFrame 100
WaitFrameRand 0
IsChangeable True
EndState 1

子1 (Moriblin_Blue, モリブリンダンス)

Name Value
WaitFrame 1200
WaitFrameRand 0
IsChangeable True
EndState 0

子1 (Moriblin_Blue, 子0)

Name Value
WaitFrame 160
WaitFrameRand 0
IsChangeable True
EndState 0

子2 (Moriblin_Blue, 向き直り)

Name Value
WaitFrame 30
WaitFrameRand 30
IsChangeable False
EndState 0

子2 (Moriblin_Blue, 焼死リアクション)

Name Value
WaitFrame 30
WaitFrameRand 0
IsChangeable False
EndState 0

子2 (Moriblin_Blue, 話す)

Name Value
WaitFrame 80
WaitFrameRand 160
IsChangeable True
EndState 0

子1 (BrightArrow, ケミカル待機)

Name Value
WaitFrame 1
WaitFrameRand 0
IsChangeable False
EndState 0

子1 (BrightArrow, 爆発)

Name Value
WaitFrame 16
WaitFrameRand 0
IsChangeable False
EndState 0

後行動 (Chuchu_Middle, アイス攻撃後タイマー)

Name Value
WaitFrame 30
WaitFrameRand 0
IsChangeable False
EndState 0

先行動 (Chuchu_Middle, ドロップ生成時無敵)

Name Value
WaitFrame 5
WaitFrameRand 0
IsChangeable True
EndState 0

子1 (Stal_Moriblin_Bone, ステップ)

Name Value
WaitFrame 100
WaitFrameRand 0
IsChangeable True
EndState 1

子1 (Stal_Moriblin_Bone, 子0)

Name Value
WaitFrame 160
WaitFrameRand 0
IsChangeable True
EndState 0

子2 (Stal_Moriblin_Bone, 焼死リアクション)

Name Value
WaitFrame 30
WaitFrameRand 0
IsChangeable False
EndState 0

停止中 (IbutsuWaterFall, Root)

Name Value
WaitFrame 30
WaitFrameRand 0
IsChangeable True
EndState 0

子0 (Enemy_Ganon, 準備)

Name Value
WaitFrame 115
WaitFrameRand 0
IsChangeable False
EndState 0

子1 (WeatherFireBall, 空中)

Name Value
WaitFrame 240
WaitFrameRand 0
IsChangeable True
EndState 0

子1 (BarrelBomb, 先行動)

Name Value
WaitFrame 16
WaitFrameRand 0
IsChangeable False
EndState 0

子0 (Duck, 子1)

Name Value
WaitFrame 5
WaitFrameRand 0
IsChangeable False
EndState 2

その他 (Golem_WeakPoint, リアクション)

Name Value
WaitFrame 0
WaitFrameRand 0
IsChangeable True
EndState 0

子0 (Wolf, 子1_0)

Name Value
WaitFrame 10
WaitFrameRand 0
IsChangeable False
EndState 2

先行動 (DungeonCannon_DLC, 冷却中)

Name Value
WaitFrame 30
WaitFrameRand 0
IsChangeable False
EndState 0

子1 (Lynel, ワープ後待機)

Name Value
WaitFrame 10
WaitFrameRand 0
IsChangeable True
EndState 0

子1 (Lynel, 観察納刀前待機)

Name Value
WaitFrame 30
WaitFrameRand 0
IsChangeable True
EndState 0

子1 (Lynel, 弓つがえ待機)

Name Value
WaitFrame 15
WaitFrameRand 15
IsChangeable False
EndState 0

子1 (Lynel, 弓戦闘移動見まわす下半身)

Name Value
WaitFrame 20
WaitFrameRand 0
IsChangeable True
EndState 0

子1 (Lynel, 正面危険回避待機)

Name Value
WaitFrame 10
WaitFrameRand 0
IsChangeable False
EndState 0

子1 (Lynel, 正面気づき上半身)

Name Value
WaitFrame 15
WaitFrameRand 0
IsChangeable False
EndState 0

子1 (Lynel, 戦闘パス探索)

Name Value
WaitFrame 15
WaitFrameRand 0
IsChangeable True
EndState 0

子1 (Lynel, 中行動)

Name Value
WaitFrame 120
WaitFrameRand 0
IsChangeable False
EndState 0

子1 (Lynel, 抜刀後待機)

Name Value
WaitFrame 10
WaitFrameRand 0
IsChangeable True
EndState 0

子1 (Lynel, 徘徊待機)

Name Value
WaitFrame 120
WaitFrameRand 0
IsChangeable True
EndState 0

子2 (Lynel, 音源を眺める)

Name Value
WaitFrame 15
WaitFrameRand 0
IsChangeable True
EndState 0

子2 (Lynel, 斬りぬけ移動失敗下半身)

Name Value
WaitFrame 0
WaitFrameRand 0
IsChangeable False
EndState 1

子2 (Lynel, 突進切り接近)

Name Value
WaitFrame 5
WaitFrameRand 0
IsChangeable False
EndState 2

先行動 (Lynel, ワープ時フェードアウト)

Name Value
WaitFrame 50
WaitFrameRand 0
IsChangeable False
EndState 0

子0 (Hawk, 子1)

Name Value
WaitFrame 5
WaitFrameRand 0
IsChangeable False
EndState 2

子0 (Octarock_Stone, アイテムスワップディレイ)

Name Value
WaitFrame 35
WaitFrameRand 0
IsChangeable False
EndState 0

子1 (Octarock_Stone, ガード終了)

Name Value
WaitFrame 5
WaitFrameRand 0
IsChangeable False
EndState 2

子1 (Octarock_Stone, 爆弾もぐもぐ)

Name Value
WaitFrame 60
WaitFrameRand 60
IsChangeable False
EndState 0

子1 (ThunderArrow, ケミカル待機)

Name Value
WaitFrame 1
WaitFrameRand 0
IsChangeable False
EndState 0

子1 (ThunderArrow, 爆発)

Name Value
WaitFrame 16
WaitFrameRand 0
IsChangeable False
EndState 0

子0 (Deer_MiniGame, 子1_0)

Name Value
WaitFrame 10
WaitFrameRand 0
IsChangeable False
EndState 2

子1 (StalForestGiant, チャンス待機中行動)

Name Value
WaitFrame 100
WaitFrameRand 0
IsChangeable True
EndState 0

子1 (StalForestGiant, 弱点ダメージAS再生ループ)

Name Value
WaitFrame 90
WaitFrameRand 0
IsChangeable False
EndState 0

子1 (StalForestGiant, 水上警戒待機)

Name Value
WaitFrame 30
WaitFrameRand 0
IsChangeable True
EndState 0

子1 (StalForestGiant, 水上戦闘パス探索)

Name Value
WaitFrame 15
WaitFrameRand 0
IsChangeable True
EndState 0

子1 (StalForestGiant, 騒ぎ待機タイマー)

Name Value
WaitFrame 90
WaitFrameRand 0
IsChangeable True
EndState 0

子1 (StalForestGiant, 対象泳ぎ挑発待機)

Name Value
WaitFrame 45
WaitFrameRand 90
IsChangeable True
EndState 0

子1 (StalForestGiant, 徘徊待機)

Name Value
WaitFrame 30
WaitFrameRand 15
IsChangeable True
EndState 0

子2 (StalForestGiant, 水中待機タイマ)

Name Value
WaitFrame 30
WaitFrameRand 0
IsChangeable True
EndState 0

子1 (Guardian_Mini, 焼死アニメ)

Name Value
WaitFrame 30
WaitFrameRand 0
IsChangeable False
EndState 0

後行動 (Chuchu_Senior, アイス攻撃後タイマー)

Name Value
WaitFrame 30
WaitFrameRand 0
IsChangeable False
EndState 0

先行動 (Chuchu_Senior, ドロップ生成時無敵)

Name Value
WaitFrame 5
WaitFrameRand 0
IsChangeable True
EndState 0

子1 (Lizalfos_Senior, リザルフォスダンス)

Name Value
WaitFrame 1200
WaitFrameRand 0
IsChangeable True
EndState 0

子2 (Lizalfos_Senior, 向き直り)

Name Value
WaitFrame 30
WaitFrameRand 30
IsChangeable False
EndState 0

子2 (Lizalfos_Senior, 焼死リアクション)

Name Value
WaitFrame 30
WaitFrameRand 0
IsChangeable True
EndState 0

子2 (Lizalfos_Senior, 話す)

Name Value
WaitFrame 80
WaitFrameRand 160
IsChangeable True
EndState 0

子0 (InsectButterfly, 子1)

Name Value
WaitFrame 10
WaitFrameRand 0
IsChangeable False
EndState 2

地上 (InsectButterfly, 子1)

Name Value
WaitFrame 45
WaitFrameRand 0
IsChangeable False
EndState 0

子1 (FireArrow, ケミカル待機)

Name Value
WaitFrame 1
WaitFrameRand 0
IsChangeable False
EndState 0

子1 (FireArrow, 爆発)

Name Value
WaitFrame 16
WaitFrameRand 0
IsChangeable False
EndState 0

子1 (Explode, Root)

Name Value
WaitFrame 10
WaitFrameRand 0
IsChangeable False
EndState 0

先行動 (StalForestGiantPart, 通常)

Name Value
WaitFrame 30
WaitFrameRand 0
IsChangeable True
EndState 0

子0 (SiteBossSeaOfFlame, 先行動)

Name Value
WaitFrame 135
WaitFrameRand 0
IsChangeable False
EndState 0

その他 (Enemy_Golem_R_WeakPoint, リアクション)

Name Value
WaitFrame 0
WaitFrameRand 0
IsChangeable True
EndState 0

子1 (Golem_Little_Ice, 小ダメージ)

Name Value
WaitFrame 16
WaitFrameRand 0
IsChangeable False
EndState 0

子0 (Bear, 子1_0)

Name Value
WaitFrame 10
WaitFrameRand 0
IsChangeable False
EndState 2

子2 (Assassin_Junior_Shooter, 焼死リアクション)

Name Value
WaitFrame 30
WaitFrameRand 0
IsChangeable True
EndState 0

子2 (Assassin_Junior_Azito_Shooter, 焼死リアクション)

Name Value
WaitFrame 30
WaitFrameRand 0
IsChangeable True
EndState 0

子1 (Golem, 接近攻撃接近移動)

Name Value
WaitFrame 300
WaitFrameRand 0
IsChangeable True
EndState 1

子1 (Golem_Little_Fire, 小ダメージ)

Name Value
WaitFrame 16
WaitFrameRand 0
IsChangeable False
EndState 0

先行動 (VolcanoEruption, オン)

Name Value
WaitFrame 1
WaitFrameRand 0
IsChangeable False
EndState 0

子1 (Stal_Bokoblin_Head, 行動禁止タイマ)

Name Value
WaitFrame 30
WaitFrameRand 0
IsChangeable True
EndState 0

先行動 (VolcanoEruptionField, オン)

Name Value
WaitFrame 1
WaitFrameRand 0
IsChangeable False
EndState 0

子0 (SunazarashiSP, 子1_0)

Name Value
WaitFrame 10
WaitFrameRand 0
IsChangeable False
EndState 2

子1 (Lizalfos_Middle, リザルフォスダンス)

Name Value
WaitFrame 1200
WaitFrameRand 0
IsChangeable True
EndState 0

子2 (Lizalfos_Middle, 向き直り)

Name Value
WaitFrame 30
WaitFrameRand 30
IsChangeable False
EndState 0

子2 (Lizalfos_Middle, 焼死リアクション)

Name Value
WaitFrame 30
WaitFrameRand 0
IsChangeable True
EndState 0

子2 (Lizalfos_Middle, 話す)

Name Value
WaitFrame 80
WaitFrameRand 160
IsChangeable True
EndState 0

子1 (Lizalfos_Ice, リザルフォスダンス)

Name Value
WaitFrame 1200
WaitFrameRand 0
IsChangeable True
EndState 0

子2 (Lizalfos_Ice, 向き直り)

Name Value
WaitFrame 30
WaitFrameRand 30
IsChangeable False
EndState 0

子2 (Lizalfos_Ice, 焼死リアクション)

Name Value
WaitFrame 30
WaitFrameRand 0
IsChangeable True
EndState 0

子2 (Lizalfos_Ice, 話す)

Name Value
WaitFrame 80
WaitFrameRand 160
IsChangeable True
EndState 0

子0 (Boar_MiniGame, 子1_0)

Name Value
WaitFrame 10
WaitFrameRand 0
IsChangeable False
EndState 2

子1 (Stal_Giant_Eye, 行動禁止タイマ)

Name Value
WaitFrame 10
WaitFrameRand 0
IsChangeable True
EndState 0

子0 (Heron, 子1)

Name Value
WaitFrame 5
WaitFrameRand 0
IsChangeable False
EndState 2

子0 (InsectFireFly, 子1)

Name Value
WaitFrame 10
WaitFrameRand 0
IsChangeable False
EndState 2

地上 (InsectFireFly, 子1)

Name Value
WaitFrame 45
WaitFrameRand 0
IsChangeable False
EndState 0

子0 (InsectFairy, 子1)

Name Value
WaitFrame 10
WaitFrameRand 0
IsChangeable False
EndState 2

地上 (InsectFairy, 子1)

Name Value
WaitFrame 45
WaitFrameRand 0
IsChangeable False
EndState 0

子0 (InsectBeetle, 子1)

Name Value
WaitFrame 10
WaitFrameRand 0
IsChangeable False
EndState 2

地上 (InsectBeetle, 子1)

Name Value
WaitFrame 45
WaitFrameRand 0
IsChangeable False
EndState 0