AnimGraph AGKOTT { nStates = 133 nActions = 512 nAnimLayers = 133 nNodes = 662 nEffectInstances = 162 nCallbackParams = 430 nStateConstants = 1797 } States: { State0 (FIGHT_ENTER) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 0 nBaseConstants = 1 StateConstants: [C000](ID 10) STATEGROUP = 16 (0x00000010) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 0 iLoopControlAnimLayer = 0 AnimLayers: [L000] iBaseNode = 0 iBaseAction = 1 iBasePropertyParam = 0 NodeTree: [N000] (STATETIME > 0.000) |-[A001] TokenCUR -> State1 (ACTIONSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State1 (ACTIONSWITCH) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1 nBaseConstants = 1 StateConstants: [C001](ID 10) STATEGROUP = 16 (0x00000010) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 1 iLoopControlAnimLayer = 0 AnimLayers: [L001] iBaseNode = 1 iBaseAction = 2 iBasePropertyParam = 0 NodeTree: [N001] (ACTION = 6.000) |-[A002] TokenCUR -> State5 (PICKUP_SWITCH) `-[N002] (ACTION = 4.000) |-[A003] TokenCUR -> State58 (DIVINE_ENTER) `-[N003] (ACTION = 3.000) |-[A004] TokenCUR -> State4 (FIGHT_CHANGEWEAPON) `-[N004] (ACTION = 1.000) |-[A005] TokenCUR -> State15 (FIGHT_BLOCK_SWITCH) `-[N005] (ACTION = 5.000) |-[N006] (WEAPONTYPE = 4.000) | |-[A006] TokenCUR -> State4 (FIGHT_CHANGEWEAPON) | `-[A007] TokenCUR -> State4 (FIGHT_CHANGEWEAPON) `-[N007] (ACTION = 2.000) |-[A008] TokenCUR -> State17 (FIGHT_ATTACK_INIT) `-[N008] (ACTION = 0.000) |-[A009] TokenCUR -> State2 (FIGHT_SWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State2 (FIGHT_SWITCH) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 2 nBaseConstants = 1 StateConstants: [C002](ID 10) STATEGROUP = 16 (0x00000010) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 2 iLoopControlAnimLayer = 0 AnimLayers: [L002] iBaseNode = 9 iBaseAction = 10 iBasePropertyParam = 0 NodeTree: [N009] (ACTION != 0.000) |-[A010] TokenCUR -> State1 (ACTIONSWITCH) `-[N010] (MOVESPEED != 0.000) |-[A011] TokenCUR -> State8 (FIGHT_MOVEMENTSWITCH) `-[N011] (STATETIME >= 0.000) |-[A012] TokenCUR -> State3 (FIGHT_IDLE) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State3 (FIGHT_IDLE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 3 nBaseConstants = 3 StateConstants: [C003](ID 10) STATEGROUP = 17 (0x00000011) (uint32) [C004](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C005](ID 15) AUTOBLOCK = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 3 iLoopControlAnimLayer = 0 AnimLayers: [L003] iBaseNode = 12 iBaseAction = 13 iBasePropertyParam = 0 NodeTree: [N012] (ACTION != 0.000) |-[A013] TokenCUR -> State2 (FIGHT_SWITCH) `-[N013] (MOVESPEED != 0.000) |-[A014] TokenCUR -> State8 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State4 (FIGHT_CHANGEWEAPON) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 6 nBaseConstants = 4 StateConstants: [C006](ID 9) MAKEZOOM = 1 (0x00000001) (uint32) [C007](ID 18) RESPONSEIMMUNE_STARTTIME = 0.000 (fp4) [C008](ID 19) RESPONSEIMMUNE_ENDTIME = 1.900 (fp4) [C009](ID 10) STATEGROUP = 16 (0x00000010) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 4 iLoopControlAnimLayer = 0 AnimLayers: [L004] iBaseNode = 14 iBaseAction = 15 iBasePropertyParam = 1 NodeTree: [N014] (PENDINGWEAPONTYPE != 0.000) |-[N015] (ANIMLOOPTIME >= 0.650) | |-[N016] (ANIMLOOPTIME < 0.950) | | |-[N017] (PENDINGWEAPONTYPE = 4.000) | | | |-[A015] TokenCUR -> State66 (BOW_ENTER) | | | | `-[E000] SELECTWEAPON(0.000) | | | `-[N018] (PENDINGWEAPONTYPE != 4.000) | | | |-[A016] | | | | `-[E001] SELECTWEAPON | | | `-[N019] (ANIMLOOPTIME = 1.900) | | | |-[A017] TokenCUR -> State1 (ACTIONSWITCH) | | | `-[N020] (ANIMLOOPCOUNT >= 1.000) | | | |-[A018] TokenCUR -> State1 (ACTIONSWITCH) | | | `-[FAIL] | | `-[N019] (ANIMLOOPTIME = 1.900) | | |-[A017] TokenCUR -> State1 (ACTIONSWITCH) | | `-[N020] (ANIMLOOPCOUNT >= 1.000) | | |-[A018] TokenCUR -> State1 (ACTIONSWITCH) | | `-[FAIL] | `-[N019] (ANIMLOOPTIME = 1.900) | |-[A017] TokenCUR -> State1 (ACTIONSWITCH) | `-[N020] (ANIMLOOPCOUNT >= 1.000) | |-[A018] TokenCUR -> State1 (ACTIONSWITCH) | `-[FAIL] `-[N019] (ANIMLOOPTIME = 1.900) |-[A017] TokenCUR -> State1 (ACTIONSWITCH) `-[N020] (ANIMLOOPCOUNT >= 1.000) |-[A018] TokenCUR -> State1 (ACTIONSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State5 (PICKUP_SWITCH) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 10 nBaseConstants = 1 StateConstants: [C010](ID 10) STATEGROUP = 16 (0x00000010) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 5 iLoopControlAnimLayer = 0 AnimLayers: [L005] iBaseNode = 21 iBaseAction = 19 iBasePropertyParam = 1 NodeTree: [N021] (PICKUPPENDING = 1.000) |-[A019] TokenCUR -> State6 (PICKUPGROUND) `-[N022] (PICKUPPENDING = 2.000) |-[A020] TokenCUR -> State7 (PICKUPFWD) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State6 (PICKUPGROUND) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 11 nBaseConstants = 8 StateConstants: [C016](ID 108) PICKUPSTARTTIME = 1.250 (fp4) [C017](ID 109) PICKUPENDTIME = 1.850 (fp4) [C018](ID 110) AIPAUSE = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 6 iLoopControlAnimLayer = 0 AnimLayers: [L006] iBaseNode = 23 iBaseAction = 21 iBasePropertyParam = 1 NodeTree: [N023] (ANIMLOOPTIME > 2.650) |-[A021] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[N024] (ANIMLOOPCOUNT >= 1.000) |-[A022] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State7 (PICKUPFWD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 19 nBaseConstants = 8 StateConstants: [C024](ID 108) PICKUPSTARTTIME = 1.250 (fp4) [C025](ID 109) PICKUPENDTIME = 1.850 (fp4) [C026](ID 110) AIPAUSE = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 7 iLoopControlAnimLayer = 0 AnimLayers: [L007] iBaseNode = 25 iBaseAction = 23 iBasePropertyParam = 1 NodeTree: [N025] (ANIMLOOPTIME > 4.000) |-[A023] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[N026] (ANIMLOOPCOUNT >= 1.000) |-[A024] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State8 (FIGHT_MOVEMENTSWITCH) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 27 nBaseConstants = 1 StateConstants: [C027](ID 10) STATEGROUP = 16 (0x00000010) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 8 iLoopControlAnimLayer = 0 AnimLayers: [L008] iBaseNode = 27 iBaseAction = 25 iBasePropertyParam = 1 NodeTree: [N027] (MOVESPEED = 0.000) |-[A025] TokenCUR -> State2 (FIGHT_SWITCH) `-[N028] (ACTION != 0.000) |-[A026] TokenCUR -> State2 (FIGHT_SWITCH) `-[N029] (HASTARGET = 0.000) |-[N030] (MOVESPEED = 2.000) | |-[A027] TokenCUR -> State9 (FIGHT_JOGFWD) | `-[N031] (MOVESPEED = 1.000) | |-[A028] TokenCUR -> State10 (FIGHT_WALKFWD) | `-[N032] (HASTARGET != 0.000) | |-[N033] (MOVEDIR = 1.000) | | |-[A029] TokenCUR -> State11 (FIGHT_MOVEFWD) | | `-[N034] (MOVEDIR = 2.000) | | |-[A030] TokenCUR -> State12 (FIGHT_MOVEBWD) | | `-[N035] (MOVEDIR = 4.000) | | |-[A031] TokenCUR -> State13 (FIGHT_MOVELFT) | | `-[N036] (MOVEDIR = 8.000) | | |-[A032] TokenCUR -> State14 (FIGHT_MOVERGT) | | `-[FAIL] | `-[FAIL] `-[N032] (HASTARGET != 0.000) |-[N033] (MOVEDIR = 1.000) | |-[A029] TokenCUR -> State11 (FIGHT_MOVEFWD) | `-[N034] (MOVEDIR = 2.000) | |-[A030] TokenCUR -> State12 (FIGHT_MOVEBWD) | `-[N035] (MOVEDIR = 4.000) | |-[A031] TokenCUR -> State13 (FIGHT_MOVELFT) | `-[N036] (MOVEDIR = 8.000) | |-[A032] TokenCUR -> State14 (FIGHT_MOVERGT) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State9 (FIGHT_JOGFWD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 28 nBaseConstants = 5 StateConstants: [C028](ID 10) STATEGROUP = 80 (0x00000050) (uint32) [C029](ID 2) TURNCONTROLSCALE = 0.400 (fp4) [C030](ID 3) TURNCONTROLMAX = 1.000 (fp4) [C031](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C032](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 9 iLoopControlAnimLayer = 0 AnimLayers: [L009] iBaseNode = 37 iBaseAction = 33 iBasePropertyParam = 1 NodeTree: [N037] (MOVESPEED != 2.000) |-[A033] TokenCUR -> State8 (FIGHT_MOVEMENTSWITCH) `-[N038] (HASTARGET != 0.000) |-[A034] TokenCUR -> State8 (FIGHT_MOVEMENTSWITCH) `-[N039] (ACTION != 0.000) |-[A035] TokenCUR -> State8 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State10 (FIGHT_WALKFWD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 33 nBaseConstants = 5 StateConstants: [C033](ID 10) STATEGROUP = 80 (0x00000050) (uint32) [C034](ID 2) TURNCONTROLSCALE = 1.000 (fp4) [C035](ID 3) TURNCONTROLMAX = 0.400 (fp4) [C036](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C037](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 10 iLoopControlAnimLayer = 0 AnimLayers: [L010] iBaseNode = 40 iBaseAction = 36 iBasePropertyParam = 1 NodeTree: [N040] (MOVESPEED != 1.000) |-[A036] TokenCUR -> State8 (FIGHT_MOVEMENTSWITCH) `-[N041] (HASTARGET != 0.000) |-[A037] TokenCUR -> State8 (FIGHT_MOVEMENTSWITCH) `-[N042] (ACTION != 0.000) |-[A038] TokenCUR -> State8 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State11 (FIGHT_MOVEFWD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 38 nBaseConstants = 8 StateConstants: [C038](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C039](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C040](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C041](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C044](ID 10) STATEGROUP = 82 (0x00000052) (uint32) [C045](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 11 iLoopControlAnimLayer = 0 AnimLayers: [L011] iBaseNode = 43 iBaseAction = 39 iBasePropertyParam = 1 NodeTree: [N043] (MOVEDIR != 1.000) |-[A039] TokenCUR -> State8 (FIGHT_MOVEMENTSWITCH) `-[N044] (ACTION != 0.000) |-[A040] TokenCUR -> State8 (FIGHT_MOVEMENTSWITCH) `-[N045] (HASTARGET = 0.000) |-[A041] TokenCUR -> State8 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State12 (FIGHT_MOVEBWD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 46 nBaseConstants = 9 StateConstants: [C046](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C047](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C048](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C049](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C050](ID 15) AUTOBLOCK = 1 (0x00000001) (uint32) [C053](ID 10) STATEGROUP = 82 (0x00000052) (uint32) [C054](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 12 iLoopControlAnimLayer = 0 AnimLayers: [L012] iBaseNode = 46 iBaseAction = 42 iBasePropertyParam = 1 NodeTree: [N046] (MOVEDIR != 2.000) |-[A042] TokenCUR -> State8 (FIGHT_MOVEMENTSWITCH) `-[N047] (ACTION != 0.000) |-[A043] TokenCUR -> State8 (FIGHT_MOVEMENTSWITCH) `-[N048] (HASTARGET = 0.000) |-[A044] TokenCUR -> State8 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State13 (FIGHT_MOVELFT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 55 nBaseConstants = 8 StateConstants: [C055](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C056](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C057](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C058](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C061](ID 10) STATEGROUP = 82 (0x00000052) (uint32) [C062](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 13 iLoopControlAnimLayer = 0 AnimLayers: [L013] iBaseNode = 49 iBaseAction = 45 iBasePropertyParam = 1 NodeTree: [N049] (MOVEDIR != 4.000) |-[A045] TokenCUR -> State8 (FIGHT_MOVEMENTSWITCH) `-[N050] (ACTION != 0.000) |-[A046] TokenCUR -> State8 (FIGHT_MOVEMENTSWITCH) `-[N051] (HASTARGET = 0.000) |-[A047] TokenCUR -> State8 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State14 (FIGHT_MOVERGT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 63 nBaseConstants = 8 StateConstants: [C063](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C064](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C065](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C066](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C069](ID 10) STATEGROUP = 82 (0x00000052) (uint32) [C070](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 14 iLoopControlAnimLayer = 0 AnimLayers: [L014] iBaseNode = 52 iBaseAction = 48 iBasePropertyParam = 1 NodeTree: [N052] (MOVEDIR != 8.000) |-[A048] TokenCUR -> State8 (FIGHT_MOVEMENTSWITCH) `-[N053] (ACTION != 0.000) |-[A049] TokenCUR -> State8 (FIGHT_MOVEMENTSWITCH) `-[N054] (HASTARGET = 0.000) |-[A050] TokenCUR -> State8 (FIGHT_MOVEMENTSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State15 (FIGHT_BLOCK_SWITCH) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 71 nBaseConstants = 1 StateConstants: [C071](ID 10) STATEGROUP = 48 (0x00000030) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 15 iLoopControlAnimLayer = 0 AnimLayers: [L015] iBaseNode = 55 iBaseAction = 51 iBasePropertyParam = 1 NodeTree: [N055] (ACTION != 1.000) |-[A051] TokenCUR -> State1 (ACTIONSWITCH) `-[N056] (STATETIME >= 0.000) |-[A052] TokenCUR -> State16 (FIGHT_BLOCK_IDLE) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State16 (FIGHT_BLOCK_IDLE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 72 nBaseConstants = 2 StateConstants: [C072](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C073](ID 10) STATEGROUP = 48 (0x00000030) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 16 iLoopControlAnimLayer = 0 AnimLayers: [L016] iBaseNode = 57 iBaseAction = 53 iBasePropertyParam = 1 NodeTree: [N057] (ACTION != 1.000) |-[A053] TokenCUR -> State15 (FIGHT_BLOCK_SWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State17 (FIGHT_ATTACK_INIT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 74 nBaseConstants = 2 StateConstants: [C074](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C075](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 17 iLoopControlAnimLayer = 0 AnimLayers: [L017] iBaseNode = 58 iBaseAction = 54 iBasePropertyParam = 1 NodeTree: [N058] (STATETIME = 0.000) |-[A054] TokenCUR -> State19 (FIGHT_ATTACK_SWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State18 (FIGHT_ATTACK_EXIT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 76 nBaseConstants = 1 StateConstants: [C076](ID 10) STATEGROUP = 16 (0x00000010) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 18 iLoopControlAnimLayer = 0 AnimLayers: [L018] iBaseNode = 59 iBaseAction = 55 iBasePropertyParam = 1 NodeTree: [N059] (STATETIME = 0.000) |-[A055] TokenCUR -> State1 (ACTIONSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State19 (FIGHT_ATTACK_SWITCH) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 77 nBaseConstants = 2 StateConstants: [C077](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C078](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 19 iLoopControlAnimLayer = 0 AnimLayers: [L019] iBaseNode = 60 iBaseAction = 56 iBasePropertyParam = 1 NodeTree: [N060] (ATTACK(4216.000) != 0.000) |-[A056] TokenCUR -> State53 (FIGHT_ATTACK_SPECIALSWITCH) `-[N061] (TARGETCONTEXT != 0.000) |-[A057] TokenCUR -> State20 (FIGHT_ATTACK_CONTEXTSWITCH) `-[N062] (STATETIME >= 0.000) |-[A058] TokenCUR -> State37 (FIGHT_ATTACK_FWDMEDSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State20 (FIGHT_ATTACK_CONTEXTSWITCH) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 79 nBaseConstants = 2 StateConstants: [C079](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C080](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 20 iLoopControlAnimLayer = 0 AnimLayers: [L020] iBaseNode = 63 iBaseAction = 59 iBasePropertyParam = 10 NodeTree: [N063] (TARGETCONTEXT = 1.000) |-[A059] TokenCUR -> State37 (FIGHT_ATTACK_FWDMEDSWITCH) `-[N064] (ATTACK(2.000) != 0.000) |-[N065] (TARGETCONTEXT = 2.000) | |-[A060] TokenCUR -> State21 (FIGHT_ATTACK_FWDFAR) | | `-[E002] CONSUMEATTACK(1.000) | `-[N066] (TARGETCONTEXT = 3.000) | |-[A062] TokenCUR -> State24 (FIGHT_ATTACK_BWDMED) | | `-[E003] CONSUMEATTACK(1.000) | `-[N067] (TARGETCONTEXT = 4.000) | |-[A064] TokenCUR -> State25 (FIGHT_ATTACK_BWDFAR) | | `-[E004] CONSUMEATTACK(1.000) | `-[N068] (TARGETCONTEXT = 5.000) | |-[A066] TokenCUR -> State26 (FIGHT_ATTACK_LFTMED) | | `-[E005] CONSUMEATTACK(1.000) | `-[N069] (TARGETCONTEXT = 6.000) | |-[A068] TokenCUR -> State27 (FIGHT_ATTACK_LFTFAR) | | `-[E006] CONSUMEATTACK(1.000) | `-[N070] (TARGETCONTEXT = 7.000) | |-[A070] TokenCUR -> State22 (FIGHT_ATTACK_RGTMED) | | `-[E007] CONSUMEATTACK(1.000) | `-[N071] (TARGETCONTEXT = 8.000) | |-[A072] TokenCUR -> State23 (FIGHT_ATTACK_RGTFAR) | | `-[E008] CONSUMEATTACK(1.000) | `-[N072] (TARGETCONTEXT >= 9.000) | |-[N073] (TARGETCONTEXT <= 12.000) | | |-[A074] TokenCUR -> State28 (FIGHT_ATTACK_FINISHSWITCH) | | | `-[E009] CONSUMEATTACK(1.000) | | `-[N074] (STATETIME = 0.000) | | |-[A076] TokenCUR -> State37 (FIGHT_ATTACK_FWDMEDSWITCH) | | `-[FAIL] | `-[N074] (STATETIME = 0.000) | |-[A076] TokenCUR -> State37 (FIGHT_ATTACK_FWDMEDSWITCH) | `-[FAIL] `-[N075] (TARGETCONTEXT = 2.000) |-[N076] (ATTACK(4100.000) != 0.000) | |-[A061] TokenCUR -> State21 (FIGHT_ATTACK_FWDFAR) | | `-[E002] CONSUMEATTACK(1.000) | `-[N074] (STATETIME = 0.000) | |-[A076] TokenCUR -> State37 (FIGHT_ATTACK_FWDMEDSWITCH) | `-[FAIL] `-[N077] (ATTACK(4100.000) != 0.000) |-[N078] (TARGETCONTEXT = 3.000) | |-[A063] TokenCUR -> State24 (FIGHT_ATTACK_BWDMED) | | `-[E003] CONSUMEATTACK(1.000) | `-[N079] (TARGETCONTEXT = 4.000) | |-[A065] TokenCUR -> State25 (FIGHT_ATTACK_BWDFAR) | | `-[E004] CONSUMEATTACK(1.000) | `-[N080] (TARGETCONTEXT = 5.000) | |-[A067] TokenCUR -> State26 (FIGHT_ATTACK_LFTMED) | | `-[E005] CONSUMEATTACK(1.000) | `-[N081] (TARGETCONTEXT = 6.000) | |-[A069] TokenCUR -> State27 (FIGHT_ATTACK_LFTFAR) | | `-[E006] CONSUMEATTACK(1.000) | `-[N082] (TARGETCONTEXT = 7.000) | |-[A071] TokenCUR -> State22 (FIGHT_ATTACK_RGTMED) | | `-[E007] CONSUMEATTACK(1.000) | `-[N083] (TARGETCONTEXT = 8.000) | |-[A073] TokenCUR -> State23 (FIGHT_ATTACK_RGTFAR) | | `-[E008] CONSUMEATTACK(1.000) | `-[N084] (TARGETCONTEXT >= 9.000) | |-[N085] (TARGETCONTEXT <= 12.000) | | |-[A075] TokenCUR -> State28 (FIGHT_ATTACK_FINISHSWITCH) | | | `-[E009] CONSUMEATTACK(1.000) | | `-[N074] (STATETIME = 0.000) | | |-[A076] TokenCUR -> State37 (FIGHT_ATTACK_FWDMEDSWITCH) | | `-[FAIL] | `-[N074] (STATETIME = 0.000) | |-[A076] TokenCUR -> State37 (FIGHT_ATTACK_FWDMEDSWITCH) | `-[FAIL] `-[N074] (STATETIME = 0.000) |-[A076] TokenCUR -> State37 (FIGHT_ATTACK_FWDMEDSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State21 (FIGHT_ATTACK_FWDFAR) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 81 nBaseConstants = 35 StateConstants: [C081](ID 50) ATTACK_ATTACKID0 = 2 (0x00000002) (uint32) [C082](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.200 (fp4) [C083](ID 51) ATTACK_STARTTIME0 = 1.100 (fp4) [C084](ID 52) ATTACK_ENDTIME0 = 1.350 (fp4) [C085](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.550 (fp4) [C086](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.900 (fp4) [C087](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C088](ID 90) DISTANCETOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C089](ID 91) DISTANCETOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C090](ID 92) DISTANCETOTARGETCORRECTION_WANTEDDISTANCE0 = 96 (0x00000060) (uint32) [C091](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C092](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C099](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 0 (0x00000000) (uint32) [C100](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 0 (0x00000000) (uint32) [C101](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 0 (0x00000000) (uint32) [C102](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C103](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C104](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C105](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C106](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C107](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C108](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C109](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.000 (fp4) [C110](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C111](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C112](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.000 (fp4) [C113](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C114](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C115](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 21 iLoopControlAnimLayer = 0 AnimLayers: [L021] iBaseNode = 86 iBaseAction = 77 iBasePropertyParam = 13 NodeTree: [N086] (ANIMLOOPTIME > 999.000) |-[A077] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[N087] (ANIMLOOPCOUNT >= 1.000) |-[A078] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State22 (FIGHT_ATTACK_RGTMED) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 116 nBaseConstants = 32 StateConstants: [C116](ID 50) ATTACK_ATTACKID0 = 2 (0x00000002) (uint32) [C117](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.000 (fp4) [C118](ID 51) ATTACK_STARTTIME0 = 0.450 (fp4) [C119](ID 52) ATTACK_ENDTIME0 = 0.650 (fp4) [C120](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.000 (fp4) [C121](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.400 (fp4) [C122](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 90 (0x0000005A) (uint32) [C123](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C124](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C131](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 0 (0x00000000) (uint32) [C132](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 0 (0x00000000) (uint32) [C133](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 0 (0x00000000) (uint32) [C134](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C135](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C136](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C137](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C138](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C139](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C140](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C141](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.000 (fp4) [C142](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C143](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C144](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.000 (fp4) [C145](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C146](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C147](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 22 iLoopControlAnimLayer = 0 AnimLayers: [L022] iBaseNode = 88 iBaseAction = 79 iBasePropertyParam = 13 NodeTree: [N088] (ANIMLOOPTIME = 999.000) |-[A079] TokenCUR -> State45 (FIGHT_ATTACK_COMBOSWITCH) `-[N089] (ANIMLOOPCOUNT >= 1.000) |-[A080] TokenCUR -> State45 (FIGHT_ATTACK_COMBOSWITCH) `-[N090] (ANIMLOOPTIME > 999.000) |-[A081] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[N091] (ANIMLOOPCOUNT >= 1.000) |-[A082] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State23 (FIGHT_ATTACK_RGTFAR) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 148 nBaseConstants = 35 StateConstants: [C148](ID 50) ATTACK_ATTACKID0 = 2 (0x00000002) (uint32) [C149](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.200 (fp4) [C150](ID 51) ATTACK_STARTTIME0 = 1.100 (fp4) [C151](ID 52) ATTACK_ENDTIME0 = 1.250 (fp4) [C152](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.000 (fp4) [C153](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.300 (fp4) [C154](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 90 (0x0000005A) (uint32) [C155](ID 90) DISTANCETOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C156](ID 91) DISTANCETOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C157](ID 92) DISTANCETOTARGETCORRECTION_WANTEDDISTANCE0 = 96 (0x00000060) (uint32) [C158](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C159](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C166](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 0 (0x00000000) (uint32) [C167](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 0 (0x00000000) (uint32) [C168](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 0 (0x00000000) (uint32) [C169](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C170](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C171](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C172](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C173](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C174](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C175](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C176](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.000 (fp4) [C177](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C178](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C179](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.000 (fp4) [C180](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C181](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C182](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 23 iLoopControlAnimLayer = 0 AnimLayers: [L023] iBaseNode = 92 iBaseAction = 83 iBasePropertyParam = 13 NodeTree: [N092] (ANIMLOOPTIME > 2.000) |-[A083] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[N093] (ANIMLOOPCOUNT >= 1.000) |-[A084] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State24 (FIGHT_ATTACK_BWDMED) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 183 nBaseConstants = 32 StateConstants: [C183](ID 50) ATTACK_ATTACKID0 = 2 (0x00000002) (uint32) [C184](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.200 (fp4) [C185](ID 51) ATTACK_STARTTIME0 = 0.850 (fp4) [C186](ID 52) ATTACK_ENDTIME0 = 999 (0x000003E7) (uint32) [C187](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.450 (fp4) [C188](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.750 (fp4) [C189](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = -180.000 (fp4) [C190](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 1.350 (fp4) [C191](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 1.700 (fp4) [C192](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 10 (0x0000000A) (uint32) [C193](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C194](ID 18) RESPONSEIMMUNE_STARTTIME = 0.300 (fp4) [C195](ID 19) RESPONSEIMMUNE_ENDTIME = 1.600 (fp4) [C202](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 0 (0x00000000) (uint32) [C203](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 0 (0x00000000) (uint32) [C204](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C205](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C206](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C207](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C208](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C209](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C210](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C211](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.000 (fp4) [C212](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C213](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C214](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 24 iLoopControlAnimLayer = 0 AnimLayers: [L024] iBaseNode = 94 iBaseAction = 85 iBasePropertyParam = 13 NodeTree: [N094] (ANIMLOOPTIME = 999.000) |-[A085] TokenCUR -> State45 (FIGHT_ATTACK_COMBOSWITCH) `-[N095] (ANIMLOOPCOUNT >= 1.000) |-[A086] TokenCUR -> State45 (FIGHT_ATTACK_COMBOSWITCH) `-[N096] (ANIMLOOPTIME > 999.000) |-[A087] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[N097] (ANIMLOOPCOUNT >= 1.000) |-[A088] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State25 (FIGHT_ATTACK_BWDFAR) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 215 nBaseConstants = 35 StateConstants: [C215](ID 50) ATTACK_ATTACKID0 = 2 (0x00000002) (uint32) [C216](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.200 (fp4) [C217](ID 51) ATTACK_STARTTIME0 = 1.000 (fp4) [C218](ID 52) ATTACK_ENDTIME0 = 1.300 (fp4) [C219](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.240 (fp4) [C220](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.800 (fp4) [C221](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = -170.000 (fp4) [C222](ID 90) DISTANCETOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C223](ID 91) DISTANCETOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C224](ID 92) DISTANCETOTARGETCORRECTION_WANTEDDISTANCE0 = 96 (0x00000060) (uint32) [C225](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C226](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C233](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 0 (0x00000000) (uint32) [C234](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 0 (0x00000000) (uint32) [C235](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 0 (0x00000000) (uint32) [C236](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C237](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C238](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C239](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C240](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C241](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C242](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C243](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.000 (fp4) [C244](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C245](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C246](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.000 (fp4) [C247](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C248](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C249](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 25 iLoopControlAnimLayer = 0 AnimLayers: [L025] iBaseNode = 98 iBaseAction = 89 iBasePropertyParam = 13 NodeTree: [N098] (ANIMLOOPTIME > 1.900) |-[A089] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[N099] (ANIMLOOPCOUNT >= 1.000) |-[A090] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State26 (FIGHT_ATTACK_LFTMED) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 250 nBaseConstants = 32 StateConstants: [C250](ID 50) ATTACK_ATTACKID0 = 2 (0x00000002) (uint32) [C251](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.000 (fp4) [C252](ID 51) ATTACK_STARTTIME0 = 0.550 (fp4) [C253](ID 52) ATTACK_ENDTIME0 = 0.800 (fp4) [C254](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.000 (fp4) [C255](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.450 (fp4) [C256](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = -90.000 (fp4) [C257](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C258](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C265](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 0 (0x00000000) (uint32) [C266](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 0 (0x00000000) (uint32) [C267](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 0 (0x00000000) (uint32) [C268](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C269](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C270](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C271](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C272](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C273](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C274](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C275](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.000 (fp4) [C276](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C277](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C278](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.000 (fp4) [C279](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C280](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C281](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 26 iLoopControlAnimLayer = 0 AnimLayers: [L026] iBaseNode = 100 iBaseAction = 91 iBasePropertyParam = 13 NodeTree: [N100] (ANIMLOOPTIME = 999.000) |-[A091] TokenCUR -> State45 (FIGHT_ATTACK_COMBOSWITCH) `-[N101] (ANIMLOOPCOUNT >= 1.000) |-[A092] TokenCUR -> State45 (FIGHT_ATTACK_COMBOSWITCH) `-[N102] (ANIMLOOPTIME > 999.000) |-[A093] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[N103] (ANIMLOOPCOUNT >= 1.000) |-[A094] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State27 (FIGHT_ATTACK_LFTFAR) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 282 nBaseConstants = 35 StateConstants: [C282](ID 50) ATTACK_ATTACKID0 = 2 (0x00000002) (uint32) [C283](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.200 (fp4) [C284](ID 51) ATTACK_STARTTIME0 = 0.800 (fp4) [C285](ID 52) ATTACK_ENDTIME0 = 1.050 (fp4) [C286](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.100 (fp4) [C287](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.400 (fp4) [C288](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = -80.000 (fp4) [C289](ID 90) DISTANCETOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C290](ID 91) DISTANCETOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C291](ID 92) DISTANCETOTARGETCORRECTION_WANTEDDISTANCE0 = 96 (0x00000060) (uint32) [C292](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C293](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C300](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 0 (0x00000000) (uint32) [C301](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 0 (0x00000000) (uint32) [C302](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 0 (0x00000000) (uint32) [C303](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C304](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C305](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C306](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C307](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C308](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C309](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C310](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.000 (fp4) [C311](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C312](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C313](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.000 (fp4) [C314](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C315](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C316](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 27 iLoopControlAnimLayer = 0 AnimLayers: [L027] iBaseNode = 104 iBaseAction = 95 iBasePropertyParam = 13 NodeTree: [N104] (ANIMLOOPTIME > 2.000) |-[A095] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[N105] (ANIMLOOPCOUNT >= 1.000) |-[A096] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State28 (FIGHT_ATTACK_FINISHSWITCH) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 317 nBaseConstants = 0 StateConstants: (empty) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 28 iLoopControlAnimLayer = 0 AnimLayers: [L028] iBaseNode = 106 iBaseAction = 97 iBasePropertyParam = 13 NodeTree: [N106] (TARGETCONTEXT = 9.000) |-[A097] TokenCUR -> State29 (FIGHT_ATTACK_FINISHONGROUNDMED) `-[N107] (TARGETCONTEXT = 10.000) |-[A098] TokenCUR -> State30 (FIGHT_ATTACK_FINISHONGROUNDFAR) `-[N108] (TARGETCONTEXT = 11.000) |-[N109] (WEAPONTYPE = 1.000) | |-[A099] TokenCUR -> State31 (FIGHT_ATTACK_FINISHONKNEEMED_SWORD) | `-[N110] (WEAPONTYPE = 2.000) | |-[A101] TokenCUR -> State33 (FIGHT_ATTACK_FINISHONKNEEMED_AXE) | `-[N111] (WEAPONTYPE = 3.000) | |-[A103] TokenCUR -> State35 (FIGHT_ATTACK_FINISHONKNEEMED_MACE) | `-[FAIL] `-[N112] (WEAPONTYPE = 1.000) |-[N113] (TARGETCONTEXT = 12.000) | |-[A100] TokenCUR -> State32 (FIGHT_ATTACK_FINISHONKNEEFAR_SWORD) | `-[FAIL] `-[N114] (TARGETCONTEXT = 12.000) |-[N115] (WEAPONTYPE = 2.000) | |-[A102] TokenCUR -> State34 (FIGHT_ATTACK_FINISHONKNEEFAR_AXE) | `-[N116] (WEAPONTYPE = 3.000) | |-[A104] TokenCUR -> State36 (FIGHT_ATTACK_FINISHONKNEEFAR_MACE) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State29 (FIGHT_ATTACK_FINISHONGROUNDMED) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 317 nBaseConstants = 39 StateConstants: [C317](ID 50) ATTACK_ATTACKID0 = 2 (0x00000002) (uint32) [C318](ID 51) ATTACK_STARTTIME0 = 1.150 (fp4) [C319](ID 52) ATTACK_ENDTIME0 = 1.350 (fp4) [C320](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C321](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C322](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C323](ID 90) DISTANCETOTARGETCORRECTION_STARTTIME0 = 0.250 (fp4) [C324](ID 91) DISTANCETOTARGETCORRECTION_ENDTIME0 = 1.000 (fp4) [C325](ID 92) DISTANCETOTARGETCORRECTION_WANTEDDISTANCE0 = 40 (0x00000028) (uint32) [C334](ID 14) TARGETINGDISABLED = 1 (0x00000001) (uint32) [C335](ID 110) AIPAUSE = 1 (0x00000001) (uint32) [C336](ID 18) RESPONSEIMMUNE_STARTTIME = 0.200 (fp4) [C337](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C339](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C340](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C341](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C342](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C343](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C344](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C345](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C346](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C347](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.000 (fp4) [C348](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C349](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C350](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C351](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.000 (fp4) [C352](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C353](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C354](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C355](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 29 iLoopControlAnimLayer = 0 AnimLayers: [L029] iBaseNode = 117 iBaseAction = 105 iBasePropertyParam = 14 NodeTree: [N117] (ANIMLOOPTIME = 1.200) |-[N118] (TARGETSTATEGROUP = 1581056.000) | |-[A105] | | `-[E010] SENDDAMAGETOTARGET(10000.000) | `-[N119] (TARGETSTATEGROUP = 1576960.000) | |-[A106] | | `-[E010] SENDDAMAGETOTARGET(10000.000) | `-[N120] (ANIMLOOPTIME = -1.000) | |-[N121] (TARGETSTATEGROUP != 1318912.000) | | |-[N122] (TARGETSTATEGROUP != 1314816.000) | | | |-[N123] (TARGETSTATEGROUP != 1581056.000) | | | | |-[N124] (TARGETSTATEGROUP != 1576960.000) | | | | | |-[N125] (TARGETSTATEGROUP != 0.000) | | | | | | |-[A107] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | | `-[N126] (ANIMLOOPTIME > 999.000) | | | | | | |-[A108] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | | `-[N127] (ANIMLOOPCOUNT >= 1.000) | | | | | | |-[A109] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | | `-[FAIL] | | | | | `-[N126] (ANIMLOOPTIME > 999.000) | | | | | |-[A108] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | `-[N127] (ANIMLOOPCOUNT >= 1.000) | | | | | |-[A109] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | `-[FAIL] | | | | `-[N126] (ANIMLOOPTIME > 999.000) | | | | |-[A108] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | `-[N127] (ANIMLOOPCOUNT >= 1.000) | | | | |-[A109] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | `-[FAIL] | | | `-[N126] (ANIMLOOPTIME > 999.000) | | | |-[A108] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | `-[N127] (ANIMLOOPCOUNT >= 1.000) | | | |-[A109] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | `-[FAIL] | | `-[N126] (ANIMLOOPTIME > 999.000) | | |-[A108] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | `-[N127] (ANIMLOOPCOUNT >= 1.000) | | |-[A109] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | `-[FAIL] | `-[N126] (ANIMLOOPTIME > 999.000) | |-[A108] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | `-[N127] (ANIMLOOPCOUNT >= 1.000) | |-[A109] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | `-[FAIL] `-[N120] (ANIMLOOPTIME = -1.000) |-[N121] (TARGETSTATEGROUP != 1318912.000) | |-[N122] (TARGETSTATEGROUP != 1314816.000) | | |-[N123] (TARGETSTATEGROUP != 1581056.000) | | | |-[N124] (TARGETSTATEGROUP != 1576960.000) | | | | |-[N125] (TARGETSTATEGROUP != 0.000) | | | | | |-[A107] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | `-[N126] (ANIMLOOPTIME > 999.000) | | | | | |-[A108] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | `-[N127] (ANIMLOOPCOUNT >= 1.000) | | | | | |-[A109] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | `-[FAIL] | | | | `-[N126] (ANIMLOOPTIME > 999.000) | | | | |-[A108] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | `-[N127] (ANIMLOOPCOUNT >= 1.000) | | | | |-[A109] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | `-[FAIL] | | | `-[N126] (ANIMLOOPTIME > 999.000) | | | |-[A108] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | `-[N127] (ANIMLOOPCOUNT >= 1.000) | | | |-[A109] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | `-[FAIL] | | `-[N126] (ANIMLOOPTIME > 999.000) | | |-[A108] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | `-[N127] (ANIMLOOPCOUNT >= 1.000) | | |-[A109] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | `-[FAIL] | `-[N126] (ANIMLOOPTIME > 999.000) | |-[A108] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | `-[N127] (ANIMLOOPCOUNT >= 1.000) | |-[A109] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | `-[FAIL] `-[N126] (ANIMLOOPTIME > 999.000) |-[A108] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[N127] (ANIMLOOPCOUNT >= 1.000) |-[A109] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State30 (FIGHT_ATTACK_FINISHONGROUNDFAR) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 356 nBaseConstants = 39 StateConstants: [C356](ID 50) ATTACK_ATTACKID0 = 2 (0x00000002) (uint32) [C357](ID 51) ATTACK_STARTTIME0 = 1.000 (fp4) [C358](ID 52) ATTACK_ENDTIME0 = 1.170 (fp4) [C359](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C360](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C361](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C362](ID 90) DISTANCETOTARGETCORRECTION_STARTTIME0 = 0.450 (fp4) [C363](ID 91) DISTANCETOTARGETCORRECTION_ENDTIME0 = 0.800 (fp4) [C364](ID 92) DISTANCETOTARGETCORRECTION_WANTEDDISTANCE0 = 24 (0x00000018) (uint32) [C373](ID 14) TARGETINGDISABLED = 1 (0x00000001) (uint32) [C374](ID 110) AIPAUSE = 1 (0x00000001) (uint32) [C375](ID 18) RESPONSEIMMUNE_STARTTIME = 0.200 (fp4) [C376](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C378](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C379](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C380](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C381](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C382](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C383](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C384](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C385](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C386](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.000 (fp4) [C387](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C388](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C389](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C390](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.000 (fp4) [C391](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C392](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C393](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C394](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 30 iLoopControlAnimLayer = 0 AnimLayers: [L030] iBaseNode = 128 iBaseAction = 110 iBasePropertyParam = 15 NodeTree: [N128] (ANIMLOOPTIME = 1.100) |-[N129] (TARGETSTATEGROUP = 1581056.000) | |-[A110] | | `-[E011] SENDDAMAGETOTARGET(10000.000) | `-[N130] (TARGETSTATEGROUP = 1576960.000) | |-[A111] | | `-[E011] SENDDAMAGETOTARGET(10000.000) | `-[N131] (ANIMLOOPTIME = -1.000) | |-[N132] (TARGETSTATEGROUP != 1318912.000) | | |-[N133] (TARGETSTATEGROUP != 1314816.000) | | | |-[N134] (TARGETSTATEGROUP != 1581056.000) | | | | |-[N135] (TARGETSTATEGROUP != 1576960.000) | | | | | |-[N136] (TARGETSTATEGROUP != 0.000) | | | | | | |-[A112] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | | `-[N137] (ANIMLOOPTIME > 1.550) | | | | | | |-[A113] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | | `-[N138] (ANIMLOOPCOUNT >= 1.000) | | | | | | |-[A114] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | | `-[FAIL] | | | | | `-[N137] (ANIMLOOPTIME > 1.550) | | | | | |-[A113] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | `-[N138] (ANIMLOOPCOUNT >= 1.000) | | | | | |-[A114] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | `-[FAIL] | | | | `-[N137] (ANIMLOOPTIME > 1.550) | | | | |-[A113] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | `-[N138] (ANIMLOOPCOUNT >= 1.000) | | | | |-[A114] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | `-[FAIL] | | | `-[N137] (ANIMLOOPTIME > 1.550) | | | |-[A113] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | `-[N138] (ANIMLOOPCOUNT >= 1.000) | | | |-[A114] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | `-[FAIL] | | `-[N137] (ANIMLOOPTIME > 1.550) | | |-[A113] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | `-[N138] (ANIMLOOPCOUNT >= 1.000) | | |-[A114] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | `-[FAIL] | `-[N137] (ANIMLOOPTIME > 1.550) | |-[A113] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | `-[N138] (ANIMLOOPCOUNT >= 1.000) | |-[A114] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | `-[FAIL] `-[N131] (ANIMLOOPTIME = -1.000) |-[N132] (TARGETSTATEGROUP != 1318912.000) | |-[N133] (TARGETSTATEGROUP != 1314816.000) | | |-[N134] (TARGETSTATEGROUP != 1581056.000) | | | |-[N135] (TARGETSTATEGROUP != 1576960.000) | | | | |-[N136] (TARGETSTATEGROUP != 0.000) | | | | | |-[A112] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | `-[N137] (ANIMLOOPTIME > 1.550) | | | | | |-[A113] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | `-[N138] (ANIMLOOPCOUNT >= 1.000) | | | | | |-[A114] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | `-[FAIL] | | | | `-[N137] (ANIMLOOPTIME > 1.550) | | | | |-[A113] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | `-[N138] (ANIMLOOPCOUNT >= 1.000) | | | | |-[A114] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | `-[FAIL] | | | `-[N137] (ANIMLOOPTIME > 1.550) | | | |-[A113] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | `-[N138] (ANIMLOOPCOUNT >= 1.000) | | | |-[A114] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | `-[FAIL] | | `-[N137] (ANIMLOOPTIME > 1.550) | | |-[A113] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | `-[N138] (ANIMLOOPCOUNT >= 1.000) | | |-[A114] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | `-[FAIL] | `-[N137] (ANIMLOOPTIME > 1.550) | |-[A113] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | `-[N138] (ANIMLOOPCOUNT >= 1.000) | |-[A114] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | `-[FAIL] `-[N137] (ANIMLOOPTIME > 1.550) |-[A113] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[N138] (ANIMLOOPCOUNT >= 1.000) |-[A114] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State31 (FIGHT_ATTACK_FINISHONKNEEMED_SWORD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 395 nBaseConstants = 41 StateConstants: [C395](ID 50) ATTACK_ATTACKID0 = 2 (0x00000002) (uint32) [C396](ID 51) ATTACK_STARTTIME0 = 1.250 (fp4) [C397](ID 52) ATTACK_ENDTIME0 = 1.600 (fp4) [C398](ID 53) ATTACK_RESPONSEID0_0 = 51 (0x00000033) (uint32) [C399](ID 54) ATTACK_RESPONSEID0_1 = 52 (0x00000034) (uint32) [C400](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C401](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C402](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 5 (0x00000005) (uint32) [C403](ID 90) DISTANCETOTARGETCORRECTION_STARTTIME0 = 0.500 (fp4) [C404](ID 91) DISTANCETOTARGETCORRECTION_ENDTIME0 = 0.900 (fp4) [C405](ID 92) DISTANCETOTARGETCORRECTION_WANTEDDISTANCE0 = 24 (0x00000018) (uint32) [C414](ID 14) TARGETINGDISABLED = 1 (0x00000001) (uint32) [C415](ID 110) AIPAUSE = 1 (0x00000001) (uint32) [C416](ID 18) RESPONSEIMMUNE_STARTTIME = 0.200 (fp4) [C417](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C419](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C420](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C421](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C422](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C423](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C424](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C425](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C426](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C427](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.000 (fp4) [C428](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C429](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C430](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C431](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.000 (fp4) [C432](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C433](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C434](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C435](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 31 iLoopControlAnimLayer = 0 AnimLayers: [L031] iBaseNode = 139 iBaseAction = 115 iBasePropertyParam = 16 NodeTree: [N139] (ANIMLOOPTIME = -1.000) |-[N140] (TARGETSTATEGROUP = 1581056.000) | |-[A115] | | `-[E012] SENDDAMAGETOTARGET(10000.000) | `-[N141] (TARGETSTATEGROUP = 1576960.000) | |-[A116] | | `-[E012] SENDDAMAGETOTARGET(10000.000) | `-[N142] (ANIMLOOPTIME = 1.550) | |-[N143] (TARGETSTATEGROUP != 1318912.000) | | |-[N144] (TARGETSTATEGROUP != 1314816.000) | | | |-[N145] (TARGETSTATEGROUP != 1581056.000) | | | | |-[N146] (TARGETSTATEGROUP != 1576960.000) | | | | | |-[N147] (TARGETSTATEGROUP != 0.000) | | | | | | |-[A117] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | | `-[N148] (ANIMLOOPTIME > 3.400) | | | | | | |-[A118] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | | `-[N149] (ANIMLOOPCOUNT >= 1.000) | | | | | | |-[A119] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | | `-[FAIL] | | | | | `-[N148] (ANIMLOOPTIME > 3.400) | | | | | |-[A118] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | `-[N149] (ANIMLOOPCOUNT >= 1.000) | | | | | |-[A119] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | `-[FAIL] | | | | `-[N148] (ANIMLOOPTIME > 3.400) | | | | |-[A118] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | `-[N149] (ANIMLOOPCOUNT >= 1.000) | | | | |-[A119] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | `-[FAIL] | | | `-[N148] (ANIMLOOPTIME > 3.400) | | | |-[A118] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | `-[N149] (ANIMLOOPCOUNT >= 1.000) | | | |-[A119] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | `-[FAIL] | | `-[N148] (ANIMLOOPTIME > 3.400) | | |-[A118] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | `-[N149] (ANIMLOOPCOUNT >= 1.000) | | |-[A119] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | `-[FAIL] | `-[N148] (ANIMLOOPTIME > 3.400) | |-[A118] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | `-[N149] (ANIMLOOPCOUNT >= 1.000) | |-[A119] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | `-[FAIL] `-[N142] (ANIMLOOPTIME = 1.550) |-[N143] (TARGETSTATEGROUP != 1318912.000) | |-[N144] (TARGETSTATEGROUP != 1314816.000) | | |-[N145] (TARGETSTATEGROUP != 1581056.000) | | | |-[N146] (TARGETSTATEGROUP != 1576960.000) | | | | |-[N147] (TARGETSTATEGROUP != 0.000) | | | | | |-[A117] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | `-[N148] (ANIMLOOPTIME > 3.400) | | | | | |-[A118] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | `-[N149] (ANIMLOOPCOUNT >= 1.000) | | | | | |-[A119] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | `-[FAIL] | | | | `-[N148] (ANIMLOOPTIME > 3.400) | | | | |-[A118] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | `-[N149] (ANIMLOOPCOUNT >= 1.000) | | | | |-[A119] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | `-[FAIL] | | | `-[N148] (ANIMLOOPTIME > 3.400) | | | |-[A118] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | `-[N149] (ANIMLOOPCOUNT >= 1.000) | | | |-[A119] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | `-[FAIL] | | `-[N148] (ANIMLOOPTIME > 3.400) | | |-[A118] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | `-[N149] (ANIMLOOPCOUNT >= 1.000) | | |-[A119] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | `-[FAIL] | `-[N148] (ANIMLOOPTIME > 3.400) | |-[A118] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | `-[N149] (ANIMLOOPCOUNT >= 1.000) | |-[A119] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | `-[FAIL] `-[N148] (ANIMLOOPTIME > 3.400) |-[A118] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[N149] (ANIMLOOPCOUNT >= 1.000) |-[A119] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State32 (FIGHT_ATTACK_FINISHONKNEEFAR_SWORD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 436 nBaseConstants = 39 StateConstants: [C436](ID 50) ATTACK_ATTACKID0 = 2 (0x00000002) (uint32) [C437](ID 51) ATTACK_STARTTIME0 = 0.000 (fp4) [C438](ID 52) ATTACK_ENDTIME0 = 999 (0x000003E7) (uint32) [C439](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C440](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C441](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C442](ID 90) DISTANCETOTARGETCORRECTION_STARTTIME0 = 0.500 (fp4) [C443](ID 91) DISTANCETOTARGETCORRECTION_ENDTIME0 = 0.900 (fp4) [C444](ID 92) DISTANCETOTARGETCORRECTION_WANTEDDISTANCE0 = 24 (0x00000018) (uint32) [C453](ID 14) TARGETINGDISABLED = 1 (0x00000001) (uint32) [C454](ID 110) AIPAUSE = 1 (0x00000001) (uint32) [C455](ID 18) RESPONSEIMMUNE_STARTTIME = 0.200 (fp4) [C456](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C458](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C459](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C460](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C461](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C462](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C463](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C464](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C465](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C466](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.000 (fp4) [C467](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C468](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C469](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C470](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.000 (fp4) [C471](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C472](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C473](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C474](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 32 iLoopControlAnimLayer = 0 AnimLayers: [L032] iBaseNode = 150 iBaseAction = 120 iBasePropertyParam = 17 NodeTree: [N150] (ANIMLOOPTIME = -1.000) |-[N151] (TARGETSTATEGROUP = 1581056.000) | |-[A120] | | `-[E013] SENDDAMAGETOTARGET(10000.000) | `-[N152] (TARGETSTATEGROUP = 1576960.000) | |-[A121] | | `-[E013] SENDDAMAGETOTARGET(10000.000) | `-[N153] (ANIMLOOPTIME = 1.550) | |-[N154] (TARGETSTATEGROUP != 1318912.000) | | |-[N155] (TARGETSTATEGROUP != 1314816.000) | | | |-[N156] (TARGETSTATEGROUP != 1581056.000) | | | | |-[N157] (TARGETSTATEGROUP != 1576960.000) | | | | | |-[N158] (TARGETSTATEGROUP != 0.000) | | | | | | |-[A122] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | | `-[N159] (ANIMLOOPTIME > 999.000) | | | | | | |-[A123] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | | `-[N160] (ANIMLOOPCOUNT >= 1.000) | | | | | | |-[A124] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | | `-[FAIL] | | | | | `-[N159] (ANIMLOOPTIME > 999.000) | | | | | |-[A123] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | `-[N160] (ANIMLOOPCOUNT >= 1.000) | | | | | |-[A124] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | `-[FAIL] | | | | `-[N159] (ANIMLOOPTIME > 999.000) | | | | |-[A123] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | `-[N160] (ANIMLOOPCOUNT >= 1.000) | | | | |-[A124] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | `-[FAIL] | | | `-[N159] (ANIMLOOPTIME > 999.000) | | | |-[A123] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | `-[N160] (ANIMLOOPCOUNT >= 1.000) | | | |-[A124] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | `-[FAIL] | | `-[N159] (ANIMLOOPTIME > 999.000) | | |-[A123] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | `-[N160] (ANIMLOOPCOUNT >= 1.000) | | |-[A124] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | `-[FAIL] | `-[N159] (ANIMLOOPTIME > 999.000) | |-[A123] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | `-[N160] (ANIMLOOPCOUNT >= 1.000) | |-[A124] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | `-[FAIL] `-[N153] (ANIMLOOPTIME = 1.550) |-[N154] (TARGETSTATEGROUP != 1318912.000) | |-[N155] (TARGETSTATEGROUP != 1314816.000) | | |-[N156] (TARGETSTATEGROUP != 1581056.000) | | | |-[N157] (TARGETSTATEGROUP != 1576960.000) | | | | |-[N158] (TARGETSTATEGROUP != 0.000) | | | | | |-[A122] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | `-[N159] (ANIMLOOPTIME > 999.000) | | | | | |-[A123] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | `-[N160] (ANIMLOOPCOUNT >= 1.000) | | | | | |-[A124] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | `-[FAIL] | | | | `-[N159] (ANIMLOOPTIME > 999.000) | | | | |-[A123] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | `-[N160] (ANIMLOOPCOUNT >= 1.000) | | | | |-[A124] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | `-[FAIL] | | | `-[N159] (ANIMLOOPTIME > 999.000) | | | |-[A123] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | `-[N160] (ANIMLOOPCOUNT >= 1.000) | | | |-[A124] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | `-[FAIL] | | `-[N159] (ANIMLOOPTIME > 999.000) | | |-[A123] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | `-[N160] (ANIMLOOPCOUNT >= 1.000) | | |-[A124] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | `-[FAIL] | `-[N159] (ANIMLOOPTIME > 999.000) | |-[A123] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | `-[N160] (ANIMLOOPCOUNT >= 1.000) | |-[A124] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | `-[FAIL] `-[N159] (ANIMLOOPTIME > 999.000) |-[A123] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[N160] (ANIMLOOPCOUNT >= 1.000) |-[A124] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State33 (FIGHT_ATTACK_FINISHONKNEEMED_AXE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 475 nBaseConstants = 39 StateConstants: [C475](ID 50) ATTACK_ATTACKID0 = 2 (0x00000002) (uint32) [C476](ID 51) ATTACK_STARTTIME0 = 1.000 (fp4) [C477](ID 52) ATTACK_ENDTIME0 = 1.170 (fp4) [C478](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C479](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C480](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C481](ID 90) DISTANCETOTARGETCORRECTION_STARTTIME0 = 0.500 (fp4) [C482](ID 91) DISTANCETOTARGETCORRECTION_ENDTIME0 = 0.900 (fp4) [C483](ID 92) DISTANCETOTARGETCORRECTION_WANTEDDISTANCE0 = 24 (0x00000018) (uint32) [C492](ID 14) TARGETINGDISABLED = 1 (0x00000001) (uint32) [C493](ID 110) AIPAUSE = 1 (0x00000001) (uint32) [C494](ID 18) RESPONSEIMMUNE_STARTTIME = 0.200 (fp4) [C495](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C497](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C498](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C499](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C500](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C501](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C502](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C503](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C504](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C505](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.000 (fp4) [C506](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C507](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C508](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C509](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.000 (fp4) [C510](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C511](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C512](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C513](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 33 iLoopControlAnimLayer = 0 AnimLayers: [L033] iBaseNode = 161 iBaseAction = 125 iBasePropertyParam = 18 NodeTree: [N161] (ANIMLOOPTIME = -1.000) |-[N162] (TARGETSTATEGROUP = 1581056.000) | |-[A125] | | `-[E014] SENDDAMAGETOTARGET(10000.000) | `-[N163] (TARGETSTATEGROUP = 1576960.000) | |-[A126] | | `-[E014] SENDDAMAGETOTARGET(10000.000) | `-[N164] (ANIMLOOPTIME = 999.000) | |-[N165] (TARGETSTATEGROUP != 1318912.000) | | |-[N166] (TARGETSTATEGROUP != 1314816.000) | | | |-[N167] (TARGETSTATEGROUP != 1581056.000) | | | | |-[N168] (TARGETSTATEGROUP != 1576960.000) | | | | | |-[N169] (TARGETSTATEGROUP != 0.000) | | | | | | |-[A127] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | | `-[N170] (ANIMLOOPTIME > 1.550) | | | | | | |-[A128] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | | `-[N171] (ANIMLOOPCOUNT >= 1.000) | | | | | | |-[A129] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | | `-[FAIL] | | | | | `-[N170] (ANIMLOOPTIME > 1.550) | | | | | |-[A128] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | `-[N171] (ANIMLOOPCOUNT >= 1.000) | | | | | |-[A129] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | `-[FAIL] | | | | `-[N170] (ANIMLOOPTIME > 1.550) | | | | |-[A128] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | `-[N171] (ANIMLOOPCOUNT >= 1.000) | | | | |-[A129] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | `-[FAIL] | | | `-[N170] (ANIMLOOPTIME > 1.550) | | | |-[A128] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | `-[N171] (ANIMLOOPCOUNT >= 1.000) | | | |-[A129] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | `-[FAIL] | | `-[N170] (ANIMLOOPTIME > 1.550) | | |-[A128] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | `-[N171] (ANIMLOOPCOUNT >= 1.000) | | |-[A129] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | `-[FAIL] | `-[N170] (ANIMLOOPTIME > 1.550) | |-[A128] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | `-[N171] (ANIMLOOPCOUNT >= 1.000) | |-[A129] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | `-[FAIL] `-[N164] (ANIMLOOPTIME = 999.000) |-[N165] (TARGETSTATEGROUP != 1318912.000) | |-[N166] (TARGETSTATEGROUP != 1314816.000) | | |-[N167] (TARGETSTATEGROUP != 1581056.000) | | | |-[N168] (TARGETSTATEGROUP != 1576960.000) | | | | |-[N169] (TARGETSTATEGROUP != 0.000) | | | | | |-[A127] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | `-[N170] (ANIMLOOPTIME > 1.550) | | | | | |-[A128] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | `-[N171] (ANIMLOOPCOUNT >= 1.000) | | | | | |-[A129] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | `-[FAIL] | | | | `-[N170] (ANIMLOOPTIME > 1.550) | | | | |-[A128] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | `-[N171] (ANIMLOOPCOUNT >= 1.000) | | | | |-[A129] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | `-[FAIL] | | | `-[N170] (ANIMLOOPTIME > 1.550) | | | |-[A128] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | `-[N171] (ANIMLOOPCOUNT >= 1.000) | | | |-[A129] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | `-[FAIL] | | `-[N170] (ANIMLOOPTIME > 1.550) | | |-[A128] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | `-[N171] (ANIMLOOPCOUNT >= 1.000) | | |-[A129] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | `-[FAIL] | `-[N170] (ANIMLOOPTIME > 1.550) | |-[A128] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | `-[N171] (ANIMLOOPCOUNT >= 1.000) | |-[A129] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | `-[FAIL] `-[N170] (ANIMLOOPTIME > 1.550) |-[A128] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[N171] (ANIMLOOPCOUNT >= 1.000) |-[A129] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State34 (FIGHT_ATTACK_FINISHONKNEEFAR_AXE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 514 nBaseConstants = 39 StateConstants: [C514](ID 50) ATTACK_ATTACKID0 = 2 (0x00000002) (uint32) [C515](ID 51) ATTACK_STARTTIME0 = 1.000 (fp4) [C516](ID 52) ATTACK_ENDTIME0 = 1.170 (fp4) [C517](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C518](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C519](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C520](ID 90) DISTANCETOTARGETCORRECTION_STARTTIME0 = 0.500 (fp4) [C521](ID 91) DISTANCETOTARGETCORRECTION_ENDTIME0 = 0.900 (fp4) [C522](ID 92) DISTANCETOTARGETCORRECTION_WANTEDDISTANCE0 = 24 (0x00000018) (uint32) [C531](ID 14) TARGETINGDISABLED = 1 (0x00000001) (uint32) [C532](ID 110) AIPAUSE = 1 (0x00000001) (uint32) [C533](ID 18) RESPONSEIMMUNE_STARTTIME = 0.200 (fp4) [C534](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C536](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C537](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C538](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C539](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C540](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C541](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C542](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C543](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C544](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.000 (fp4) [C545](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C546](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C547](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C548](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.000 (fp4) [C549](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C550](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C551](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C552](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 34 iLoopControlAnimLayer = 0 AnimLayers: [L034] iBaseNode = 172 iBaseAction = 130 iBasePropertyParam = 19 NodeTree: [N172] (ANIMLOOPTIME = -1.000) |-[N173] (TARGETSTATEGROUP = 1581056.000) | |-[A130] | | `-[E015] SENDDAMAGETOTARGET(10000.000) | `-[N174] (TARGETSTATEGROUP = 1576960.000) | |-[A131] | | `-[E015] SENDDAMAGETOTARGET(10000.000) | `-[N175] (ANIMLOOPTIME = 999.000) | |-[N176] (TARGETSTATEGROUP != 1318912.000) | | |-[N177] (TARGETSTATEGROUP != 1314816.000) | | | |-[N178] (TARGETSTATEGROUP != 1581056.000) | | | | |-[N179] (TARGETSTATEGROUP != 1576960.000) | | | | | |-[N180] (TARGETSTATEGROUP != 0.000) | | | | | | |-[A132] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | | `-[N181] (ANIMLOOPTIME > 1.550) | | | | | | |-[A133] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | | `-[N182] (ANIMLOOPCOUNT >= 1.000) | | | | | | |-[A134] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | | `-[FAIL] | | | | | `-[N181] (ANIMLOOPTIME > 1.550) | | | | | |-[A133] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | `-[N182] (ANIMLOOPCOUNT >= 1.000) | | | | | |-[A134] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | `-[FAIL] | | | | `-[N181] (ANIMLOOPTIME > 1.550) | | | | |-[A133] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | `-[N182] (ANIMLOOPCOUNT >= 1.000) | | | | |-[A134] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | `-[FAIL] | | | `-[N181] (ANIMLOOPTIME > 1.550) | | | |-[A133] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | `-[N182] (ANIMLOOPCOUNT >= 1.000) | | | |-[A134] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | `-[FAIL] | | `-[N181] (ANIMLOOPTIME > 1.550) | | |-[A133] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | `-[N182] (ANIMLOOPCOUNT >= 1.000) | | |-[A134] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | `-[FAIL] | `-[N181] (ANIMLOOPTIME > 1.550) | |-[A133] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | `-[N182] (ANIMLOOPCOUNT >= 1.000) | |-[A134] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | `-[FAIL] `-[N175] (ANIMLOOPTIME = 999.000) |-[N176] (TARGETSTATEGROUP != 1318912.000) | |-[N177] (TARGETSTATEGROUP != 1314816.000) | | |-[N178] (TARGETSTATEGROUP != 1581056.000) | | | |-[N179] (TARGETSTATEGROUP != 1576960.000) | | | | |-[N180] (TARGETSTATEGROUP != 0.000) | | | | | |-[A132] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | `-[N181] (ANIMLOOPTIME > 1.550) | | | | | |-[A133] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | `-[N182] (ANIMLOOPCOUNT >= 1.000) | | | | | |-[A134] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | `-[FAIL] | | | | `-[N181] (ANIMLOOPTIME > 1.550) | | | | |-[A133] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | `-[N182] (ANIMLOOPCOUNT >= 1.000) | | | | |-[A134] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | `-[FAIL] | | | `-[N181] (ANIMLOOPTIME > 1.550) | | | |-[A133] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | `-[N182] (ANIMLOOPCOUNT >= 1.000) | | | |-[A134] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | `-[FAIL] | | `-[N181] (ANIMLOOPTIME > 1.550) | | |-[A133] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | `-[N182] (ANIMLOOPCOUNT >= 1.000) | | |-[A134] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | `-[FAIL] | `-[N181] (ANIMLOOPTIME > 1.550) | |-[A133] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | `-[N182] (ANIMLOOPCOUNT >= 1.000) | |-[A134] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | `-[FAIL] `-[N181] (ANIMLOOPTIME > 1.550) |-[A133] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[N182] (ANIMLOOPCOUNT >= 1.000) |-[A134] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State35 (FIGHT_ATTACK_FINISHONKNEEMED_MACE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 553 nBaseConstants = 39 StateConstants: [C553](ID 50) ATTACK_ATTACKID0 = 2 (0x00000002) (uint32) [C554](ID 51) ATTACK_STARTTIME0 = 0.480 (fp4) [C555](ID 52) ATTACK_ENDTIME0 = 0.600 (fp4) [C556](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C557](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C558](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C559](ID 90) DISTANCETOTARGETCORRECTION_STARTTIME0 = 0.100 (fp4) [C560](ID 91) DISTANCETOTARGETCORRECTION_ENDTIME0 = 0.450 (fp4) [C561](ID 92) DISTANCETOTARGETCORRECTION_WANTEDDISTANCE0 = 24 (0x00000018) (uint32) [C570](ID 14) TARGETINGDISABLED = 1 (0x00000001) (uint32) [C571](ID 110) AIPAUSE = 1 (0x00000001) (uint32) [C572](ID 18) RESPONSEIMMUNE_STARTTIME = 0.200 (fp4) [C573](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C575](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C576](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C577](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C578](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C579](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C580](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C581](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C582](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C583](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.000 (fp4) [C584](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C585](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C586](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C587](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.000 (fp4) [C588](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C589](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C590](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C591](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 35 iLoopControlAnimLayer = 0 AnimLayers: [L035] iBaseNode = 183 iBaseAction = 135 iBasePropertyParam = 20 NodeTree: [N183] (ANIMLOOPTIME = -1.000) |-[N184] (TARGETSTATEGROUP = 1581056.000) | |-[A135] | | `-[E016] SENDDAMAGETOTARGET(10000.000) | `-[N185] (TARGETSTATEGROUP = 1576960.000) | |-[A136] | | `-[E016] SENDDAMAGETOTARGET(10000.000) | `-[N186] (ANIMLOOPTIME = 999.000) | |-[N187] (TARGETSTATEGROUP != 1318912.000) | | |-[N188] (TARGETSTATEGROUP != 1314816.000) | | | |-[N189] (TARGETSTATEGROUP != 1581056.000) | | | | |-[N190] (TARGETSTATEGROUP != 1576960.000) | | | | | |-[N191] (TARGETSTATEGROUP != 0.000) | | | | | | |-[A137] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | | `-[N192] (ANIMLOOPTIME > 0.900) | | | | | | |-[A138] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | | `-[N193] (ANIMLOOPCOUNT >= 1.000) | | | | | | |-[A139] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | | `-[FAIL] | | | | | `-[N192] (ANIMLOOPTIME > 0.900) | | | | | |-[A138] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | `-[N193] (ANIMLOOPCOUNT >= 1.000) | | | | | |-[A139] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | `-[FAIL] | | | | `-[N192] (ANIMLOOPTIME > 0.900) | | | | |-[A138] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | `-[N193] (ANIMLOOPCOUNT >= 1.000) | | | | |-[A139] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | `-[FAIL] | | | `-[N192] (ANIMLOOPTIME > 0.900) | | | |-[A138] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | `-[N193] (ANIMLOOPCOUNT >= 1.000) | | | |-[A139] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | `-[FAIL] | | `-[N192] (ANIMLOOPTIME > 0.900) | | |-[A138] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | `-[N193] (ANIMLOOPCOUNT >= 1.000) | | |-[A139] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | `-[FAIL] | `-[N192] (ANIMLOOPTIME > 0.900) | |-[A138] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | `-[N193] (ANIMLOOPCOUNT >= 1.000) | |-[A139] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | `-[FAIL] `-[N186] (ANIMLOOPTIME = 999.000) |-[N187] (TARGETSTATEGROUP != 1318912.000) | |-[N188] (TARGETSTATEGROUP != 1314816.000) | | |-[N189] (TARGETSTATEGROUP != 1581056.000) | | | |-[N190] (TARGETSTATEGROUP != 1576960.000) | | | | |-[N191] (TARGETSTATEGROUP != 0.000) | | | | | |-[A137] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | `-[N192] (ANIMLOOPTIME > 0.900) | | | | | |-[A138] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | `-[N193] (ANIMLOOPCOUNT >= 1.000) | | | | | |-[A139] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | `-[FAIL] | | | | `-[N192] (ANIMLOOPTIME > 0.900) | | | | |-[A138] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | `-[N193] (ANIMLOOPCOUNT >= 1.000) | | | | |-[A139] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | `-[FAIL] | | | `-[N192] (ANIMLOOPTIME > 0.900) | | | |-[A138] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | `-[N193] (ANIMLOOPCOUNT >= 1.000) | | | |-[A139] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | `-[FAIL] | | `-[N192] (ANIMLOOPTIME > 0.900) | | |-[A138] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | `-[N193] (ANIMLOOPCOUNT >= 1.000) | | |-[A139] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | `-[FAIL] | `-[N192] (ANIMLOOPTIME > 0.900) | |-[A138] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | `-[N193] (ANIMLOOPCOUNT >= 1.000) | |-[A139] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | `-[FAIL] `-[N192] (ANIMLOOPTIME > 0.900) |-[A138] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[N193] (ANIMLOOPCOUNT >= 1.000) |-[A139] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State36 (FIGHT_ATTACK_FINISHONKNEEFAR_MACE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 592 nBaseConstants = 39 StateConstants: [C592](ID 50) ATTACK_ATTACKID0 = 2 (0x00000002) (uint32) [C593](ID 51) ATTACK_STARTTIME0 = 0.480 (fp4) [C594](ID 52) ATTACK_ENDTIME0 = 0.600 (fp4) [C595](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = -1.000 (fp4) [C596](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = -1.000 (fp4) [C597](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C598](ID 90) DISTANCETOTARGETCORRECTION_STARTTIME0 = 0.100 (fp4) [C599](ID 91) DISTANCETOTARGETCORRECTION_ENDTIME0 = 0.450 (fp4) [C600](ID 92) DISTANCETOTARGETCORRECTION_WANTEDDISTANCE0 = 24 (0x00000018) (uint32) [C609](ID 14) TARGETINGDISABLED = 1 (0x00000001) (uint32) [C610](ID 110) AIPAUSE = 1 (0x00000001) (uint32) [C611](ID 18) RESPONSEIMMUNE_STARTTIME = 0.200 (fp4) [C612](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C614](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C615](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C616](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C617](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C618](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C619](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C620](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C621](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C622](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.000 (fp4) [C623](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C624](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C625](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C626](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.000 (fp4) [C627](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C628](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C629](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C630](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 36 iLoopControlAnimLayer = 0 AnimLayers: [L036] iBaseNode = 194 iBaseAction = 140 iBasePropertyParam = 21 NodeTree: [N194] (ANIMLOOPTIME = -1.000) |-[N195] (TARGETSTATEGROUP = 1581056.000) | |-[A140] | | `-[E017] SENDDAMAGETOTARGET(10000.000) | `-[N196] (TARGETSTATEGROUP = 1576960.000) | |-[A141] | | `-[E017] SENDDAMAGETOTARGET(10000.000) | `-[N197] (ANIMLOOPTIME = 999.000) | |-[N198] (TARGETSTATEGROUP != 1318912.000) | | |-[N199] (TARGETSTATEGROUP != 1314816.000) | | | |-[N200] (TARGETSTATEGROUP != 1581056.000) | | | | |-[N201] (TARGETSTATEGROUP != 1576960.000) | | | | | |-[N202] (TARGETSTATEGROUP != 0.000) | | | | | | |-[A142] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | | `-[N203] (ANIMLOOPTIME > 0.900) | | | | | | |-[A143] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | | `-[N204] (ANIMLOOPCOUNT >= 1.000) | | | | | | |-[A144] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | | `-[FAIL] | | | | | `-[N203] (ANIMLOOPTIME > 0.900) | | | | | |-[A143] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | `-[N204] (ANIMLOOPCOUNT >= 1.000) | | | | | |-[A144] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | `-[FAIL] | | | | `-[N203] (ANIMLOOPTIME > 0.900) | | | | |-[A143] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | `-[N204] (ANIMLOOPCOUNT >= 1.000) | | | | |-[A144] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | `-[FAIL] | | | `-[N203] (ANIMLOOPTIME > 0.900) | | | |-[A143] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | `-[N204] (ANIMLOOPCOUNT >= 1.000) | | | |-[A144] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | `-[FAIL] | | `-[N203] (ANIMLOOPTIME > 0.900) | | |-[A143] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | `-[N204] (ANIMLOOPCOUNT >= 1.000) | | |-[A144] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | `-[FAIL] | `-[N203] (ANIMLOOPTIME > 0.900) | |-[A143] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | `-[N204] (ANIMLOOPCOUNT >= 1.000) | |-[A144] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | `-[FAIL] `-[N197] (ANIMLOOPTIME = 999.000) |-[N198] (TARGETSTATEGROUP != 1318912.000) | |-[N199] (TARGETSTATEGROUP != 1314816.000) | | |-[N200] (TARGETSTATEGROUP != 1581056.000) | | | |-[N201] (TARGETSTATEGROUP != 1576960.000) | | | | |-[N202] (TARGETSTATEGROUP != 0.000) | | | | | |-[A142] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | `-[N203] (ANIMLOOPTIME > 0.900) | | | | | |-[A143] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | `-[N204] (ANIMLOOPCOUNT >= 1.000) | | | | | |-[A144] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | | `-[FAIL] | | | | `-[N203] (ANIMLOOPTIME > 0.900) | | | | |-[A143] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | `-[N204] (ANIMLOOPCOUNT >= 1.000) | | | | |-[A144] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | | `-[FAIL] | | | `-[N203] (ANIMLOOPTIME > 0.900) | | | |-[A143] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | `-[N204] (ANIMLOOPCOUNT >= 1.000) | | | |-[A144] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | | `-[FAIL] | | `-[N203] (ANIMLOOPTIME > 0.900) | | |-[A143] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | `-[N204] (ANIMLOOPCOUNT >= 1.000) | | |-[A144] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | `-[FAIL] | `-[N203] (ANIMLOOPTIME > 0.900) | |-[A143] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | `-[N204] (ANIMLOOPCOUNT >= 1.000) | |-[A144] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | `-[FAIL] `-[N203] (ANIMLOOPTIME > 0.900) |-[A143] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[N204] (ANIMLOOPCOUNT >= 1.000) |-[A144] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State37 (FIGHT_ATTACK_FWDMEDSWITCH) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 631 nBaseConstants = 2 StateConstants: [C631](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C632](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 37 iLoopControlAnimLayer = 0 AnimLayers: [L037] iBaseNode = 205 iBaseAction = 145 iBasePropertyParam = 25 NodeTree: [N205] (MOVEDIR = 1.000) |-[N206] (ATTACK(4100.000) != 0.000) | |-[A145] TokenCUR -> State44 (FIGHT_ATTACK_2SWEEPCOMBO) | | `-[E018] CONSUMEATTACK(1.000) | `-[N207] (ATTACK(2.000) != 0.000) | |-[A147] TokenCUR -> State40 (FIGHT_ATTACK_NORMALVAR) | | `-[E020] CONSUMEATTACK(1.000) | `-[N208] (STATETIME >= 0.000) | |-[A149] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | `-[FAIL] `-[N209] (ATTACK(4100.000) != 0.000) |-[A146] TokenCUR -> State42 (FIGHT_ATTACK_HEAVY) | `-[E019] CONSUMEATTACK(1.000) `-[N210] (ATTACK(2.000) != 0.000) |-[A148] TokenCUR -> State38 (FIGHT_ATTACK_LEFT) | `-[E021] CONSUMEATTACK(1.000) `-[N208] (STATETIME >= 0.000) |-[A149] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State38 (FIGHT_ATTACK_LEFT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 633 nBaseConstants = 32 StateConstants: [C633](ID 50) ATTACK_ATTACKID0 = 2 (0x00000002) (uint32) [C634](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.000 (fp4) [C635](ID 51) ATTACK_STARTTIME0 = 0.200 (fp4) [C636](ID 52) ATTACK_ENDTIME0 = 0.360 (fp4) [C637](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.000 (fp4) [C638](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.200 (fp4) [C639](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C640](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C641](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C642](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C649](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C650](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C651](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C652](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C653](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C654](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C655](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C656](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.000 (fp4) [C657](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C658](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C659](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C660](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.000 (fp4) [C661](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C662](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C663](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C664](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 38 iLoopControlAnimLayer = 0 AnimLayers: [L038] iBaseNode = 211 iBaseAction = 150 iBasePropertyParam = 31 NodeTree: [N211] (ANIMLOOPTIME = 0.360) |-[N212] (MOVEDIR != 2.000) | |-[N213] (ATTACK(2.000) != 0.000) | | |-[A150] TokenCUR -> State39 (FIGHT_ATTACK_RIGHT_VARIATION1) | | | `-[E022] CONSUMEATTACK(1.000) | | `-[N214] (ATTACK(4100.000) != 0.000) | | |-[A151] TokenCUR -> State41 (FIGHT_ATTACK_RIGHTHEAVYCOMBO) | | | `-[E023] CONSUMEATTACK(1.000) | | `-[N215] (ANIMLOOPTIME > 0.750) | | |-[A152] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | `-[N216] (ANIMLOOPCOUNT >= 1.000) | | |-[A153] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | | `-[FAIL] | `-[N214] (ATTACK(4100.000) != 0.000) | |-[A151] TokenCUR -> State41 (FIGHT_ATTACK_RIGHTHEAVYCOMBO) | | `-[E023] CONSUMEATTACK(1.000) | `-[N215] (ANIMLOOPTIME > 0.750) | |-[A152] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | `-[N216] (ANIMLOOPCOUNT >= 1.000) | |-[A153] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | `-[FAIL] `-[N215] (ANIMLOOPTIME > 0.750) |-[A152] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[N216] (ANIMLOOPCOUNT >= 1.000) |-[A153] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State39 (FIGHT_ATTACK_RIGHT_VARIATION1) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 665 nBaseConstants = 32 StateConstants: [C665](ID 50) ATTACK_ATTACKID0 = 2 (0x00000002) (uint32) [C666](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.000 (fp4) [C667](ID 51) ATTACK_STARTTIME0 = 0.380 (fp4) [C668](ID 52) ATTACK_ENDTIME0 = 0.520 (fp4) [C669](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.000 (fp4) [C670](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.340 (fp4) [C671](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C672](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C673](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C674](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C681](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C682](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C683](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C684](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C685](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C686](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C687](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C688](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.000 (fp4) [C689](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C690](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C691](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C692](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.000 (fp4) [C693](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C694](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C695](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C696](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 39 iLoopControlAnimLayer = 0 AnimLayers: [L039] iBaseNode = 217 iBaseAction = 154 iBasePropertyParam = 33 NodeTree: [N217] (HASPENDINGATTACK != 0.000) |-[N218] (ANIMLOOPTIME = 0.500) | |-[A154] TokenCUR -> State45 (FIGHT_ATTACK_COMBOSWITCH) | `-[N219] (ANIMLOOPTIME > 0.620) | |-[A155] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | `-[N220] (ANIMLOOPCOUNT >= 1.000) | |-[A156] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | `-[FAIL] `-[N219] (ANIMLOOPTIME > 0.620) |-[A155] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[N220] (ANIMLOOPCOUNT >= 1.000) |-[A156] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State40 (FIGHT_ATTACK_NORMALVAR) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 697 nBaseConstants = 32 StateConstants: [C697](ID 50) ATTACK_ATTACKID0 = 2 (0x00000002) (uint32) [C698](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.000 (fp4) [C699](ID 51) ATTACK_STARTTIME0 = 0.350 (fp4) [C700](ID 52) ATTACK_ENDTIME0 = 0.940 (fp4) [C701](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.000 (fp4) [C702](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.750 (fp4) [C703](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C704](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C705](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C706](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C713](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C714](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C715](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C716](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C717](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C718](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C719](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C720](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.000 (fp4) [C721](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C722](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C723](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C724](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.000 (fp4) [C725](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C726](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C727](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C728](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 40 iLoopControlAnimLayer = 0 AnimLayers: [L040] iBaseNode = 221 iBaseAction = 157 iBasePropertyParam = 33 NodeTree: [N221] (ANIMLOOPTIME = 0.940) |-[A157] TokenCUR -> State45 (FIGHT_ATTACK_COMBOSWITCH) `-[N222] (ANIMLOOPTIME > 0.940) |-[A158] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[N223] (ANIMLOOPCOUNT >= 1.000) |-[A159] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State41 (FIGHT_ATTACK_RIGHTHEAVYCOMBO) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 729 nBaseConstants = 36 StateConstants: [C729](ID 50) ATTACK_ATTACKID0 = 4100 (0x00001004) (uint32) [C730](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.000 (fp4) [C731](ID 58) ATTACK_COLOR0 = 6316128 (0x00606060) (uint32) [C732](ID 51) ATTACK_STARTTIME0 = 0.380 (fp4) [C733](ID 52) ATTACK_ENDTIME0 = 0.560 (fp4) [C734](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.000 (fp4) [C735](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.380 (fp4) [C736](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C737](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C738](ID 60) ATTACK_ATTACKID1 = 4100 (0x00001004) (uint32) [C739](ID 67) ATTACK_DAMAGEMULTIPLIER1 = 1.200 (fp4) [C740](ID 68) ATTACK_COLOR1 = 8421504 (0x00808080) (uint32) [C741](ID 61) ATTACK_STARTTIME1 = 0.970 (fp4) [C742](ID 62) ATTACK_ENDTIME1 = 1.100 (fp4) [C743](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.600 (fp4) [C744](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.800 (fp4) [C745](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 10 (0x0000000A) (uint32) [C746](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C747](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C748](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C755](ID 78) ATTACK_COLOR2 = 6316128 (0x00606060) (uint32) [C756](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C757](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C758](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C759](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C760](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.000 (fp4) [C761](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C762](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C763](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C764](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 41 iLoopControlAnimLayer = 0 AnimLayers: [L041] iBaseNode = 224 iBaseAction = 160 iBasePropertyParam = 33 NodeTree: [N224] (ANIMLOOPTIME > 1.500) |-[A160] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[N225] (ANIMLOOPCOUNT >= 1.000) |-[A161] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State42 (FIGHT_ATTACK_HEAVY) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 765 nBaseConstants = 33 StateConstants: [C765](ID 50) ATTACK_ATTACKID0 = 4100 (0x00001004) (uint32) [C766](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.200 (fp4) [C767](ID 58) ATTACK_COLOR0 = 6316128 (0x00606060) (uint32) [C768](ID 51) ATTACK_STARTTIME0 = 0.480 (fp4) [C769](ID 52) ATTACK_ENDTIME0 = 0.600 (fp4) [C770](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.000 (fp4) [C771](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.480 (fp4) [C772](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C773](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C774](ID 54) ATTACK_RESPONSEID0_1 = 80 (0x00000050) (uint32) [C775](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C776](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C783](ID 68) ATTACK_COLOR1 = 6316128 (0x00606060) (uint32) [C784](ID 78) ATTACK_COLOR2 = 6316128 (0x00606060) (uint32) [C785](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C786](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C787](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C788](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C789](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.000 (fp4) [C790](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C791](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C792](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C793](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.000 (fp4) [C794](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C795](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C796](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C797](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 42 iLoopControlAnimLayer = 0 AnimLayers: [L042] iBaseNode = 226 iBaseAction = 162 iBasePropertyParam = 34 NodeTree: [N226] (ANIMLOOPTIME = 0.900) |-[N227] (ATTACK(4100.000) != 0.000) | |-[A162] TokenCUR -> State43 (FIGHT_ATTACK_SUPERHEAVY) | | `-[E024] CONSUMEATTACK(1.000) | `-[N228] (ANIMLOOPTIME > 0.900) | |-[A163] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | `-[N229] (ANIMLOOPCOUNT >= 1.000) | |-[A164] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) | `-[FAIL] `-[N228] (ANIMLOOPTIME > 0.900) |-[A163] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[N229] (ANIMLOOPCOUNT >= 1.000) |-[A164] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State43 (FIGHT_ATTACK_SUPERHEAVY) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 798 nBaseConstants = 34 StateConstants: [C798](ID 50) ATTACK_ATTACKID0 = 4100 (0x00001004) (uint32) [C799](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 2.000 (fp4) [C800](ID 58) ATTACK_COLOR0 = 12632256 (0x00C0C0C0) (uint32) [C801](ID 51) ATTACK_STARTTIME0 = 1.000 (fp4) [C802](ID 52) ATTACK_ENDTIME0 = 1.170 (fp4) [C803](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.000 (fp4) [C804](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 1.000 (fp4) [C805](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.800 (fp4) [C806](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C807](ID 53) ATTACK_RESPONSEID0_0 = 74 (0x0000004A) (uint32) [C808](ID 54) ATTACK_RESPONSEID0_1 = 80 (0x00000050) (uint32) [C809](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C810](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C817](ID 68) ATTACK_COLOR1 = 12632256 (0x00C0C0C0) (uint32) [C818](ID 78) ATTACK_COLOR2 = 12632256 (0x00C0C0C0) (uint32) [C819](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C820](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C821](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C822](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C823](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.000 (fp4) [C824](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C825](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C826](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C827](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.000 (fp4) [C828](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C829](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C830](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C831](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 43 iLoopControlAnimLayer = 0 AnimLayers: [L043] iBaseNode = 230 iBaseAction = 165 iBasePropertyParam = 35 NodeTree: [N230] (ANIMLOOPTIME > 1.550) |-[A165] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[N231] (ANIMLOOPCOUNT >= 1.000) |-[A166] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State44 (FIGHT_ATTACK_2SWEEPCOMBO) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 832 nBaseConstants = 32 StateConstants: [C832](ID 50) ATTACK_ATTACKID0 = 4100 (0x00001004) (uint32) [C833](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.200 (fp4) [C834](ID 58) ATTACK_COLOR0 = 8421504 (0x00808080) (uint32) [C835](ID 51) ATTACK_STARTTIME0 = 0.200 (fp4) [C836](ID 52) ATTACK_ENDTIME0 = 1.000 (fp4) [C837](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.000 (fp4) [C838](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.780 (fp4) [C839](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C840](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C841](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C842](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C849](ID 68) ATTACK_COLOR1 = 8421504 (0x00808080) (uint32) [C850](ID 78) ATTACK_COLOR2 = 8421504 (0x00808080) (uint32) [C851](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C852](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C853](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C854](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C855](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.000 (fp4) [C856](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C857](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C858](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C859](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.000 (fp4) [C860](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C861](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C862](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C863](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 44 iLoopControlAnimLayer = 0 AnimLayers: [L044] iBaseNode = 232 iBaseAction = 167 iBasePropertyParam = 35 NodeTree: [N232] (ANIMLOOPTIME > 1.450) |-[A167] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[N233] (ANIMLOOPCOUNT >= 1.000) |-[A168] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State45 (FIGHT_ATTACK_COMBOSWITCH) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 864 nBaseConstants = 2 StateConstants: [C864](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C865](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 45 iLoopControlAnimLayer = 0 AnimLayers: [L045] iBaseNode = 234 iBaseAction = 169 iBasePropertyParam = 41 NodeTree: [N234] (HASSKILL(8.000) != 0.000) |-[N235] (ATTACK(2.000 4100.000) != 0.000) | |-[A169] TokenCUR -> State49 (FIGHT_ATTACK_COMBO_FASTCOMBO) | | `-[E025] CONSUMEATTACK(2.000) | `-[N236] (HASSKILL(7.000) != 0.000) | |-[N237] (ATTACK(4100.000 4100.000) != 0.000) | | |-[A170] TokenCUR -> State48 (FIGHT_ATTACK_COMBO_HELICOPTER) | | | `-[E026] CONSUMEATTACK(2.000) | | `-[N238] (HASSKILL(6.000) != 0.000) | | |-[N239] (ATTACK(4100.000 2.000) != 0.000) | | | |-[A171] TokenCUR -> State51 (FIGHT_ATTACK_COMBO_CROSSGOLF) | | | | `-[E027] CONSUMEATTACK(2.000) | | | `-[N240] (HASSKILL(5.000) != 0.000) | | | |-[N241] (ATTACK(2.000 2.000) != 0.000) | | | | |-[A172] TokenCUR -> State46 (FIGHT_ATTACK_COMBO_FAST) | | | | | `-[E028] CONSUMEATTACK(2.000) | | | | `-[N242] (HASSKILL(4.000) != 0.000) | | | | |-[N243] (ATTACK(2.000) != 0.000) | | | | | |-[A173] TokenCUR -> State47 (FIGHT_ATTACK_COMBO_BACKHAND) | | | | | | `-[E029] CONSUMEATTACK(1.000) | | | | | `-[N244] (HASSKILL(3.000) != 0.000) | | | | | |-[N245] (ATTACK(4100.000) != 0.000) | | | | | | |-[A174] TokenCUR -> State50 (FIGHT_ATTACK_COMBO_GOLF) | | | | | | | `-[E030] CONSUMEATTACK(1.000) | | | | | | `-[N246] (STATETIME >= 0.000) | | | | | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | | | | | `-[FAIL] | | | | | `-[N246] (STATETIME >= 0.000) | | | | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | | | | `-[FAIL] | | | | `-[N244] (HASSKILL(3.000) != 0.000) | | | | |-[N245] (ATTACK(4100.000) != 0.000) | | | | | |-[A174] TokenCUR -> State50 (FIGHT_ATTACK_COMBO_GOLF) | | | | | | `-[E030] CONSUMEATTACK(1.000) | | | | | `-[N246] (STATETIME >= 0.000) | | | | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | | | | `-[FAIL] | | | | `-[N246] (STATETIME >= 0.000) | | | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | | | `-[FAIL] | | | `-[N242] (HASSKILL(4.000) != 0.000) | | | |-[N243] (ATTACK(2.000) != 0.000) | | | | |-[A173] TokenCUR -> State47 (FIGHT_ATTACK_COMBO_BACKHAND) | | | | | `-[E029] CONSUMEATTACK(1.000) | | | | `-[N244] (HASSKILL(3.000) != 0.000) | | | | |-[N245] (ATTACK(4100.000) != 0.000) | | | | | |-[A174] TokenCUR -> State50 (FIGHT_ATTACK_COMBO_GOLF) | | | | | | `-[E030] CONSUMEATTACK(1.000) | | | | | `-[N246] (STATETIME >= 0.000) | | | | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | | | | `-[FAIL] | | | | `-[N246] (STATETIME >= 0.000) | | | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | | | `-[FAIL] | | | `-[N244] (HASSKILL(3.000) != 0.000) | | | |-[N245] (ATTACK(4100.000) != 0.000) | | | | |-[A174] TokenCUR -> State50 (FIGHT_ATTACK_COMBO_GOLF) | | | | | `-[E030] CONSUMEATTACK(1.000) | | | | `-[N246] (STATETIME >= 0.000) | | | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | | | `-[FAIL] | | | `-[N246] (STATETIME >= 0.000) | | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | | `-[FAIL] | | `-[N240] (HASSKILL(5.000) != 0.000) | | |-[N241] (ATTACK(2.000 2.000) != 0.000) | | | |-[A172] TokenCUR -> State46 (FIGHT_ATTACK_COMBO_FAST) | | | | `-[E028] CONSUMEATTACK(2.000) | | | `-[N242] (HASSKILL(4.000) != 0.000) | | | |-[N243] (ATTACK(2.000) != 0.000) | | | | |-[A173] TokenCUR -> State47 (FIGHT_ATTACK_COMBO_BACKHAND) | | | | | `-[E029] CONSUMEATTACK(1.000) | | | | `-[N244] (HASSKILL(3.000) != 0.000) | | | | |-[N245] (ATTACK(4100.000) != 0.000) | | | | | |-[A174] TokenCUR -> State50 (FIGHT_ATTACK_COMBO_GOLF) | | | | | | `-[E030] CONSUMEATTACK(1.000) | | | | | `-[N246] (STATETIME >= 0.000) | | | | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | | | | `-[FAIL] | | | | `-[N246] (STATETIME >= 0.000) | | | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | | | `-[FAIL] | | | `-[N244] (HASSKILL(3.000) != 0.000) | | | |-[N245] (ATTACK(4100.000) != 0.000) | | | | |-[A174] TokenCUR -> State50 (FIGHT_ATTACK_COMBO_GOLF) | | | | | `-[E030] CONSUMEATTACK(1.000) | | | | `-[N246] (STATETIME >= 0.000) | | | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | | | `-[FAIL] | | | `-[N246] (STATETIME >= 0.000) | | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | | `-[FAIL] | | `-[N242] (HASSKILL(4.000) != 0.000) | | |-[N243] (ATTACK(2.000) != 0.000) | | | |-[A173] TokenCUR -> State47 (FIGHT_ATTACK_COMBO_BACKHAND) | | | | `-[E029] CONSUMEATTACK(1.000) | | | `-[N244] (HASSKILL(3.000) != 0.000) | | | |-[N245] (ATTACK(4100.000) != 0.000) | | | | |-[A174] TokenCUR -> State50 (FIGHT_ATTACK_COMBO_GOLF) | | | | | `-[E030] CONSUMEATTACK(1.000) | | | | `-[N246] (STATETIME >= 0.000) | | | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | | | `-[FAIL] | | | `-[N246] (STATETIME >= 0.000) | | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | | `-[FAIL] | | `-[N244] (HASSKILL(3.000) != 0.000) | | |-[N245] (ATTACK(4100.000) != 0.000) | | | |-[A174] TokenCUR -> State50 (FIGHT_ATTACK_COMBO_GOLF) | | | | `-[E030] CONSUMEATTACK(1.000) | | | `-[N246] (STATETIME >= 0.000) | | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | | `-[FAIL] | | `-[N246] (STATETIME >= 0.000) | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | `-[FAIL] | `-[N238] (HASSKILL(6.000) != 0.000) | |-[N239] (ATTACK(4100.000 2.000) != 0.000) | | |-[A171] TokenCUR -> State51 (FIGHT_ATTACK_COMBO_CROSSGOLF) | | | `-[E027] CONSUMEATTACK(2.000) | | `-[N240] (HASSKILL(5.000) != 0.000) | | |-[N241] (ATTACK(2.000 2.000) != 0.000) | | | |-[A172] TokenCUR -> State46 (FIGHT_ATTACK_COMBO_FAST) | | | | `-[E028] CONSUMEATTACK(2.000) | | | `-[N242] (HASSKILL(4.000) != 0.000) | | | |-[N243] (ATTACK(2.000) != 0.000) | | | | |-[A173] TokenCUR -> State47 (FIGHT_ATTACK_COMBO_BACKHAND) | | | | | `-[E029] CONSUMEATTACK(1.000) | | | | `-[N244] (HASSKILL(3.000) != 0.000) | | | | |-[N245] (ATTACK(4100.000) != 0.000) | | | | | |-[A174] TokenCUR -> State50 (FIGHT_ATTACK_COMBO_GOLF) | | | | | | `-[E030] CONSUMEATTACK(1.000) | | | | | `-[N246] (STATETIME >= 0.000) | | | | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | | | | `-[FAIL] | | | | `-[N246] (STATETIME >= 0.000) | | | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | | | `-[FAIL] | | | `-[N244] (HASSKILL(3.000) != 0.000) | | | |-[N245] (ATTACK(4100.000) != 0.000) | | | | |-[A174] TokenCUR -> State50 (FIGHT_ATTACK_COMBO_GOLF) | | | | | `-[E030] CONSUMEATTACK(1.000) | | | | `-[N246] (STATETIME >= 0.000) | | | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | | | `-[FAIL] | | | `-[N246] (STATETIME >= 0.000) | | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | | `-[FAIL] | | `-[N242] (HASSKILL(4.000) != 0.000) | | |-[N243] (ATTACK(2.000) != 0.000) | | | |-[A173] TokenCUR -> State47 (FIGHT_ATTACK_COMBO_BACKHAND) | | | | `-[E029] CONSUMEATTACK(1.000) | | | `-[N244] (HASSKILL(3.000) != 0.000) | | | |-[N245] (ATTACK(4100.000) != 0.000) | | | | |-[A174] TokenCUR -> State50 (FIGHT_ATTACK_COMBO_GOLF) | | | | | `-[E030] CONSUMEATTACK(1.000) | | | | `-[N246] (STATETIME >= 0.000) | | | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | | | `-[FAIL] | | | `-[N246] (STATETIME >= 0.000) | | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | | `-[FAIL] | | `-[N244] (HASSKILL(3.000) != 0.000) | | |-[N245] (ATTACK(4100.000) != 0.000) | | | |-[A174] TokenCUR -> State50 (FIGHT_ATTACK_COMBO_GOLF) | | | | `-[E030] CONSUMEATTACK(1.000) | | | `-[N246] (STATETIME >= 0.000) | | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | | `-[FAIL] | | `-[N246] (STATETIME >= 0.000) | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | `-[FAIL] | `-[N240] (HASSKILL(5.000) != 0.000) | |-[N241] (ATTACK(2.000 2.000) != 0.000) | | |-[A172] TokenCUR -> State46 (FIGHT_ATTACK_COMBO_FAST) | | | `-[E028] CONSUMEATTACK(2.000) | | `-[N242] (HASSKILL(4.000) != 0.000) | | |-[N243] (ATTACK(2.000) != 0.000) | | | |-[A173] TokenCUR -> State47 (FIGHT_ATTACK_COMBO_BACKHAND) | | | | `-[E029] CONSUMEATTACK(1.000) | | | `-[N244] (HASSKILL(3.000) != 0.000) | | | |-[N245] (ATTACK(4100.000) != 0.000) | | | | |-[A174] TokenCUR -> State50 (FIGHT_ATTACK_COMBO_GOLF) | | | | | `-[E030] CONSUMEATTACK(1.000) | | | | `-[N246] (STATETIME >= 0.000) | | | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | | | `-[FAIL] | | | `-[N246] (STATETIME >= 0.000) | | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | | `-[FAIL] | | `-[N244] (HASSKILL(3.000) != 0.000) | | |-[N245] (ATTACK(4100.000) != 0.000) | | | |-[A174] TokenCUR -> State50 (FIGHT_ATTACK_COMBO_GOLF) | | | | `-[E030] CONSUMEATTACK(1.000) | | | `-[N246] (STATETIME >= 0.000) | | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | | `-[FAIL] | | `-[N246] (STATETIME >= 0.000) | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | `-[FAIL] | `-[N242] (HASSKILL(4.000) != 0.000) | |-[N243] (ATTACK(2.000) != 0.000) | | |-[A173] TokenCUR -> State47 (FIGHT_ATTACK_COMBO_BACKHAND) | | | `-[E029] CONSUMEATTACK(1.000) | | `-[N244] (HASSKILL(3.000) != 0.000) | | |-[N245] (ATTACK(4100.000) != 0.000) | | | |-[A174] TokenCUR -> State50 (FIGHT_ATTACK_COMBO_GOLF) | | | | `-[E030] CONSUMEATTACK(1.000) | | | `-[N246] (STATETIME >= 0.000) | | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | | `-[FAIL] | | `-[N246] (STATETIME >= 0.000) | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | `-[FAIL] | `-[N244] (HASSKILL(3.000) != 0.000) | |-[N245] (ATTACK(4100.000) != 0.000) | | |-[A174] TokenCUR -> State50 (FIGHT_ATTACK_COMBO_GOLF) | | | `-[E030] CONSUMEATTACK(1.000) | | `-[N246] (STATETIME >= 0.000) | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | `-[FAIL] | `-[N246] (STATETIME >= 0.000) | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | `-[FAIL] `-[N236] (HASSKILL(7.000) != 0.000) |-[N237] (ATTACK(4100.000 4100.000) != 0.000) | |-[A170] TokenCUR -> State48 (FIGHT_ATTACK_COMBO_HELICOPTER) | | `-[E026] CONSUMEATTACK(2.000) | `-[N238] (HASSKILL(6.000) != 0.000) | |-[N239] (ATTACK(4100.000 2.000) != 0.000) | | |-[A171] TokenCUR -> State51 (FIGHT_ATTACK_COMBO_CROSSGOLF) | | | `-[E027] CONSUMEATTACK(2.000) | | `-[N240] (HASSKILL(5.000) != 0.000) | | |-[N241] (ATTACK(2.000 2.000) != 0.000) | | | |-[A172] TokenCUR -> State46 (FIGHT_ATTACK_COMBO_FAST) | | | | `-[E028] CONSUMEATTACK(2.000) | | | `-[N242] (HASSKILL(4.000) != 0.000) | | | |-[N243] (ATTACK(2.000) != 0.000) | | | | |-[A173] TokenCUR -> State47 (FIGHT_ATTACK_COMBO_BACKHAND) | | | | | `-[E029] CONSUMEATTACK(1.000) | | | | `-[N244] (HASSKILL(3.000) != 0.000) | | | | |-[N245] (ATTACK(4100.000) != 0.000) | | | | | |-[A174] TokenCUR -> State50 (FIGHT_ATTACK_COMBO_GOLF) | | | | | | `-[E030] CONSUMEATTACK(1.000) | | | | | `-[N246] (STATETIME >= 0.000) | | | | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | | | | `-[FAIL] | | | | `-[N246] (STATETIME >= 0.000) | | | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | | | `-[FAIL] | | | `-[N244] (HASSKILL(3.000) != 0.000) | | | |-[N245] (ATTACK(4100.000) != 0.000) | | | | |-[A174] TokenCUR -> State50 (FIGHT_ATTACK_COMBO_GOLF) | | | | | `-[E030] CONSUMEATTACK(1.000) | | | | `-[N246] (STATETIME >= 0.000) | | | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | | | `-[FAIL] | | | `-[N246] (STATETIME >= 0.000) | | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | | `-[FAIL] | | `-[N242] (HASSKILL(4.000) != 0.000) | | |-[N243] (ATTACK(2.000) != 0.000) | | | |-[A173] TokenCUR -> State47 (FIGHT_ATTACK_COMBO_BACKHAND) | | | | `-[E029] CONSUMEATTACK(1.000) | | | `-[N244] (HASSKILL(3.000) != 0.000) | | | |-[N245] (ATTACK(4100.000) != 0.000) | | | | |-[A174] TokenCUR -> State50 (FIGHT_ATTACK_COMBO_GOLF) | | | | | `-[E030] CONSUMEATTACK(1.000) | | | | `-[N246] (STATETIME >= 0.000) | | | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | | | `-[FAIL] | | | `-[N246] (STATETIME >= 0.000) | | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | | `-[FAIL] | | `-[N244] (HASSKILL(3.000) != 0.000) | | |-[N245] (ATTACK(4100.000) != 0.000) | | | |-[A174] TokenCUR -> State50 (FIGHT_ATTACK_COMBO_GOLF) | | | | `-[E030] CONSUMEATTACK(1.000) | | | `-[N246] (STATETIME >= 0.000) | | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | | `-[FAIL] | | `-[N246] (STATETIME >= 0.000) | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | `-[FAIL] | `-[N240] (HASSKILL(5.000) != 0.000) | |-[N241] (ATTACK(2.000 2.000) != 0.000) | | |-[A172] TokenCUR -> State46 (FIGHT_ATTACK_COMBO_FAST) | | | `-[E028] CONSUMEATTACK(2.000) | | `-[N242] (HASSKILL(4.000) != 0.000) | | |-[N243] (ATTACK(2.000) != 0.000) | | | |-[A173] TokenCUR -> State47 (FIGHT_ATTACK_COMBO_BACKHAND) | | | | `-[E029] CONSUMEATTACK(1.000) | | | `-[N244] (HASSKILL(3.000) != 0.000) | | | |-[N245] (ATTACK(4100.000) != 0.000) | | | | |-[A174] TokenCUR -> State50 (FIGHT_ATTACK_COMBO_GOLF) | | | | | `-[E030] CONSUMEATTACK(1.000) | | | | `-[N246] (STATETIME >= 0.000) | | | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | | | `-[FAIL] | | | `-[N246] (STATETIME >= 0.000) | | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | | `-[FAIL] | | `-[N244] (HASSKILL(3.000) != 0.000) | | |-[N245] (ATTACK(4100.000) != 0.000) | | | |-[A174] TokenCUR -> State50 (FIGHT_ATTACK_COMBO_GOLF) | | | | `-[E030] CONSUMEATTACK(1.000) | | | `-[N246] (STATETIME >= 0.000) | | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | | `-[FAIL] | | `-[N246] (STATETIME >= 0.000) | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | `-[FAIL] | `-[N242] (HASSKILL(4.000) != 0.000) | |-[N243] (ATTACK(2.000) != 0.000) | | |-[A173] TokenCUR -> State47 (FIGHT_ATTACK_COMBO_BACKHAND) | | | `-[E029] CONSUMEATTACK(1.000) | | `-[N244] (HASSKILL(3.000) != 0.000) | | |-[N245] (ATTACK(4100.000) != 0.000) | | | |-[A174] TokenCUR -> State50 (FIGHT_ATTACK_COMBO_GOLF) | | | | `-[E030] CONSUMEATTACK(1.000) | | | `-[N246] (STATETIME >= 0.000) | | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | | `-[FAIL] | | `-[N246] (STATETIME >= 0.000) | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | `-[FAIL] | `-[N244] (HASSKILL(3.000) != 0.000) | |-[N245] (ATTACK(4100.000) != 0.000) | | |-[A174] TokenCUR -> State50 (FIGHT_ATTACK_COMBO_GOLF) | | | `-[E030] CONSUMEATTACK(1.000) | | `-[N246] (STATETIME >= 0.000) | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | `-[FAIL] | `-[N246] (STATETIME >= 0.000) | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | `-[FAIL] `-[N238] (HASSKILL(6.000) != 0.000) |-[N239] (ATTACK(4100.000 2.000) != 0.000) | |-[A171] TokenCUR -> State51 (FIGHT_ATTACK_COMBO_CROSSGOLF) | | `-[E027] CONSUMEATTACK(2.000) | `-[N240] (HASSKILL(5.000) != 0.000) | |-[N241] (ATTACK(2.000 2.000) != 0.000) | | |-[A172] TokenCUR -> State46 (FIGHT_ATTACK_COMBO_FAST) | | | `-[E028] CONSUMEATTACK(2.000) | | `-[N242] (HASSKILL(4.000) != 0.000) | | |-[N243] (ATTACK(2.000) != 0.000) | | | |-[A173] TokenCUR -> State47 (FIGHT_ATTACK_COMBO_BACKHAND) | | | | `-[E029] CONSUMEATTACK(1.000) | | | `-[N244] (HASSKILL(3.000) != 0.000) | | | |-[N245] (ATTACK(4100.000) != 0.000) | | | | |-[A174] TokenCUR -> State50 (FIGHT_ATTACK_COMBO_GOLF) | | | | | `-[E030] CONSUMEATTACK(1.000) | | | | `-[N246] (STATETIME >= 0.000) | | | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | | | `-[FAIL] | | | `-[N246] (STATETIME >= 0.000) | | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | | `-[FAIL] | | `-[N244] (HASSKILL(3.000) != 0.000) | | |-[N245] (ATTACK(4100.000) != 0.000) | | | |-[A174] TokenCUR -> State50 (FIGHT_ATTACK_COMBO_GOLF) | | | | `-[E030] CONSUMEATTACK(1.000) | | | `-[N246] (STATETIME >= 0.000) | | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | | `-[FAIL] | | `-[N246] (STATETIME >= 0.000) | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | `-[FAIL] | `-[N242] (HASSKILL(4.000) != 0.000) | |-[N243] (ATTACK(2.000) != 0.000) | | |-[A173] TokenCUR -> State47 (FIGHT_ATTACK_COMBO_BACKHAND) | | | `-[E029] CONSUMEATTACK(1.000) | | `-[N244] (HASSKILL(3.000) != 0.000) | | |-[N245] (ATTACK(4100.000) != 0.000) | | | |-[A174] TokenCUR -> State50 (FIGHT_ATTACK_COMBO_GOLF) | | | | `-[E030] CONSUMEATTACK(1.000) | | | `-[N246] (STATETIME >= 0.000) | | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | | `-[FAIL] | | `-[N246] (STATETIME >= 0.000) | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | `-[FAIL] | `-[N244] (HASSKILL(3.000) != 0.000) | |-[N245] (ATTACK(4100.000) != 0.000) | | |-[A174] TokenCUR -> State50 (FIGHT_ATTACK_COMBO_GOLF) | | | `-[E030] CONSUMEATTACK(1.000) | | `-[N246] (STATETIME >= 0.000) | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | `-[FAIL] | `-[N246] (STATETIME >= 0.000) | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | `-[FAIL] `-[N240] (HASSKILL(5.000) != 0.000) |-[N241] (ATTACK(2.000 2.000) != 0.000) | |-[A172] TokenCUR -> State46 (FIGHT_ATTACK_COMBO_FAST) | | `-[E028] CONSUMEATTACK(2.000) | `-[N242] (HASSKILL(4.000) != 0.000) | |-[N243] (ATTACK(2.000) != 0.000) | | |-[A173] TokenCUR -> State47 (FIGHT_ATTACK_COMBO_BACKHAND) | | | `-[E029] CONSUMEATTACK(1.000) | | `-[N244] (HASSKILL(3.000) != 0.000) | | |-[N245] (ATTACK(4100.000) != 0.000) | | | |-[A174] TokenCUR -> State50 (FIGHT_ATTACK_COMBO_GOLF) | | | | `-[E030] CONSUMEATTACK(1.000) | | | `-[N246] (STATETIME >= 0.000) | | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | | `-[FAIL] | | `-[N246] (STATETIME >= 0.000) | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | `-[FAIL] | `-[N244] (HASSKILL(3.000) != 0.000) | |-[N245] (ATTACK(4100.000) != 0.000) | | |-[A174] TokenCUR -> State50 (FIGHT_ATTACK_COMBO_GOLF) | | | `-[E030] CONSUMEATTACK(1.000) | | `-[N246] (STATETIME >= 0.000) | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | `-[FAIL] | `-[N246] (STATETIME >= 0.000) | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | `-[FAIL] `-[N242] (HASSKILL(4.000) != 0.000) |-[N243] (ATTACK(2.000) != 0.000) | |-[A173] TokenCUR -> State47 (FIGHT_ATTACK_COMBO_BACKHAND) | | `-[E029] CONSUMEATTACK(1.000) | `-[N244] (HASSKILL(3.000) != 0.000) | |-[N245] (ATTACK(4100.000) != 0.000) | | |-[A174] TokenCUR -> State50 (FIGHT_ATTACK_COMBO_GOLF) | | | `-[E030] CONSUMEATTACK(1.000) | | `-[N246] (STATETIME >= 0.000) | | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | | `-[FAIL] | `-[N246] (STATETIME >= 0.000) | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | `-[FAIL] `-[N244] (HASSKILL(3.000) != 0.000) |-[N245] (ATTACK(4100.000) != 0.000) | |-[A174] TokenCUR -> State50 (FIGHT_ATTACK_COMBO_GOLF) | | `-[E030] CONSUMEATTACK(1.000) | `-[N246] (STATETIME >= 0.000) | |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) | `-[FAIL] `-[N246] (STATETIME >= 0.000) |-[A175] TokenCUR -> State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State46 (FIGHT_ATTACK_COMBO_FAST) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 866 nBaseConstants = 30 StateConstants: [C866](ID 50) ATTACK_ATTACKID0 = 2 (0x00000002) (uint32) [C867](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.200 (fp4) [C868](ID 58) ATTACK_COLOR0 = 6316128 (0x00606060) (uint32) [C869](ID 51) ATTACK_STARTTIME0 = 0.200 (fp4) [C870](ID 52) ATTACK_ENDTIME0 = 0.400 (fp4) [C871](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.000 (fp4) [C872](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.200 (fp4) [C873](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C880](ID 68) ATTACK_COLOR1 = 6316128 (0x00606060) (uint32) [C881](ID 78) ATTACK_COLOR2 = 6316128 (0x00606060) (uint32) [C882](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C883](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C884](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C885](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C886](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C887](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.000 (fp4) [C888](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C889](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C890](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C891](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.000 (fp4) [C892](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C893](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C894](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C895](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 46 iLoopControlAnimLayer = 0 AnimLayers: [L046] iBaseNode = 247 iBaseAction = 177 iBasePropertyParam = 57 NodeTree: [N247] (ANIMLOOPTIME > 0.750) |-[A177] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[N248] (ANIMLOOPCOUNT >= 1.000) |-[A178] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State47 (FIGHT_ATTACK_COMBO_BACKHAND) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 896 nBaseConstants = 30 StateConstants: [C896](ID 50) ATTACK_ATTACKID0 = 2 (0x00000002) (uint32) [C897](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.200 (fp4) [C898](ID 58) ATTACK_COLOR0 = 6316128 (0x00606060) (uint32) [C899](ID 51) ATTACK_STARTTIME0 = 0.350 (fp4) [C900](ID 52) ATTACK_ENDTIME0 = 0.600 (fp4) [C901](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.000 (fp4) [C902](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.200 (fp4) [C903](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C910](ID 68) ATTACK_COLOR1 = 6316128 (0x00606060) (uint32) [C911](ID 78) ATTACK_COLOR2 = 6316128 (0x00606060) (uint32) [C912](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C913](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C914](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C915](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C916](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C917](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.000 (fp4) [C918](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C919](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C920](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C921](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.000 (fp4) [C922](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C923](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C924](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C925](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 47 iLoopControlAnimLayer = 0 AnimLayers: [L047] iBaseNode = 249 iBaseAction = 179 iBasePropertyParam = 57 NodeTree: [N249] (ANIMLOOPTIME > 0.850) |-[A179] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[N250] (ANIMLOOPCOUNT >= 1.000) |-[A180] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State48 (FIGHT_ATTACK_COMBO_HELICOPTER) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 926 nBaseConstants = 34 StateConstants: [C926](ID 50) ATTACK_ATTACKID0 = 4100 (0x00001004) (uint32) [C927](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.500 (fp4) [C928](ID 58) ATTACK_COLOR0 = 12632256 (0x00C0C0C0) (uint32) [C929](ID 51) ATTACK_STARTTIME0 = 0.400 (fp4) [C930](ID 52) ATTACK_ENDTIME0 = 0.650 (fp4) [C931](ID 60) ATTACK_ATTACKID1 = 4100 (0x00001004) (uint32) [C932](ID 67) ATTACK_DAMAGEMULTIPLIER1 = 4.000 (fp4) [C933](ID 68) ATTACK_COLOR1 = 12632256 (0x00C0C0C0) (uint32) [C934](ID 61) ATTACK_STARTTIME1 = 1.000 (fp4) [C935](ID 62) ATTACK_ENDTIME1 = 1.300 (fp4) [C936](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.000 (fp4) [C937](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.150 (fp4) [C938](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C939](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.700 (fp4) [C940](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.800 (fp4) [C941](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C948](ID 78) ATTACK_COLOR2 = 12632256 (0x00C0C0C0) (uint32) [C949](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C950](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C951](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C952](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C953](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C954](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C955](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.000 (fp4) [C956](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C957](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C958](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C959](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 48 iLoopControlAnimLayer = 0 AnimLayers: [L048] iBaseNode = 251 iBaseAction = 181 iBasePropertyParam = 57 NodeTree: [N251] (ANIMLOOPTIME > 1.500) |-[A181] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[N252] (ANIMLOOPCOUNT >= 1.000) |-[A182] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State49 (FIGHT_ATTACK_COMBO_FASTCOMBO) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 960 nBaseConstants = 40 StateConstants: [C960](ID 50) ATTACK_ATTACKID0 = 2 (0x00000002) (uint32) [C961](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.200 (fp4) [C962](ID 58) ATTACK_COLOR0 = 6316128 (0x00606060) (uint32) [C963](ID 51) ATTACK_STARTTIME0 = 0.150 (fp4) [C964](ID 52) ATTACK_ENDTIME0 = 0.400 (fp4) [C965](ID 60) ATTACK_ATTACKID1 = 2 (0x00000002) (uint32) [C966](ID 67) ATTACK_DAMAGEMULTIPLIER1 = 1.200 (fp4) [C967](ID 58) ATTACK_COLOR0 = 6316128 (0x00606060) (uint32) [C968](ID 61) ATTACK_STARTTIME1 = 0.700 (fp4) [C969](ID 62) ATTACK_ENDTIME1 = 1.000 (fp4) [C970](ID 70) ATTACK_ATTACKID2 = 4100 (0x00001004) (uint32) [C971](ID 77) ATTACK_DAMAGEMULTIPLIER2 = 1.500 (fp4) [C972](ID 58) ATTACK_COLOR0 = 8421504 (0x00808080) (uint32) [C973](ID 71) ATTACK_STARTTIME2 = 1.500 (fp4) [C974](ID 72) ATTACK_ENDTIME2 = 1.800 (fp4) [C975](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.000 (fp4) [C976](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.150 (fp4) [C977](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C978](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.600 (fp4) [C979](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.700 (fp4) [C980](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 10.000 (fp4) [C981](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 1.300 (fp4) [C982](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 1.400 (fp4) [C983](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 10.000 (fp4) [C990](ID 68) ATTACK_COLOR1 = 6316128 (0x00606060) (uint32) [C991](ID 78) ATTACK_COLOR2 = 6316128 (0x00606060) (uint32) [C992](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C993](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C994](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C995](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C996](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C997](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C998](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C999](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 49 iLoopControlAnimLayer = 0 AnimLayers: [L049] iBaseNode = 253 iBaseAction = 183 iBasePropertyParam = 57 NodeTree: [N253] (ANIMLOOPTIME > 2.100) |-[A183] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[N254] (ANIMLOOPCOUNT >= 1.000) |-[A184] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State50 (FIGHT_ATTACK_COMBO_GOLF) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1000 nBaseConstants = 30 StateConstants: [C1000](ID 50) ATTACK_ATTACKID0 = 4100 (0x00001004) (uint32) [C1001](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.200 (fp4) [C1002](ID 58) ATTACK_COLOR0 = 15790320 (0x00F0F0F0) (uint32) [C1003](ID 51) ATTACK_STARTTIME0 = 0.400 (fp4) [C1004](ID 52) ATTACK_ENDTIME0 = 0.700 (fp4) [C1005](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.100 (fp4) [C1006](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.300 (fp4) [C1007](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C1014](ID 68) ATTACK_COLOR1 = 15790320 (0x00F0F0F0) (uint32) [C1015](ID 78) ATTACK_COLOR2 = 15790320 (0x00F0F0F0) (uint32) [C1016](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C1017](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C1018](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C1019](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C1020](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C1021](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.000 (fp4) [C1022](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C1023](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C1024](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C1025](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.000 (fp4) [C1026](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C1027](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C1028](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C1029](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 50 iLoopControlAnimLayer = 0 AnimLayers: [L050] iBaseNode = 255 iBaseAction = 185 iBasePropertyParam = 57 NodeTree: [N255] (ANIMLOOPTIME > 1.000) |-[A185] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[N256] (ANIMLOOPCOUNT >= 1.000) |-[A186] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State51 (FIGHT_ATTACK_COMBO_CROSSGOLF) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1030 nBaseConstants = 35 StateConstants: [C1030](ID 50) ATTACK_ATTACKID0 = 4100 (0x00001004) (uint32) [C1031](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.500 (fp4) [C1032](ID 58) ATTACK_COLOR0 = 15790320 (0x00F0F0F0) (uint32) [C1033](ID 51) ATTACK_STARTTIME0 = 0.350 (fp4) [C1034](ID 52) ATTACK_ENDTIME0 = 0.600 (fp4) [C1035](ID 60) ATTACK_ATTACKID1 = 4100 (0x00001004) (uint32) [C1036](ID 67) ATTACK_DAMAGEMULTIPLIER1 = 1.500 (fp4) [C1037](ID 58) ATTACK_COLOR0 = 15790320 (0x00F0F0F0) (uint32) [C1038](ID 61) ATTACK_STARTTIME1 = 0.750 (fp4) [C1039](ID 62) ATTACK_ENDTIME1 = 1.000 (fp4) [C1040](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.000 (fp4) [C1041](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.200 (fp4) [C1042](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C1043](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.650 (fp4) [C1044](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.750 (fp4) [C1045](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C1052](ID 68) ATTACK_COLOR1 = 15790320 (0x00F0F0F0) (uint32) [C1053](ID 78) ATTACK_COLOR2 = 15790320 (0x00F0F0F0) (uint32) [C1054](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C1055](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C1056](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C1057](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C1058](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C1059](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C1060](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.000 (fp4) [C1061](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C1062](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C1063](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C1064](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 51 iLoopControlAnimLayer = 0 AnimLayers: [L051] iBaseNode = 257 iBaseAction = 187 iBasePropertyParam = 57 NodeTree: [N257] (ANIMLOOPTIME > 1.100) |-[A187] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[N258] (ANIMLOOPCOUNT >= 1.000) |-[A188] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1065 nBaseConstants = 30 StateConstants: [C1065](ID 50) ATTACK_ATTACKID0 = 2 (0x00000002) (uint32) [C1066](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.000 (fp4) [C1067](ID 51) ATTACK_STARTTIME0 = 999 (0x000003E7) (uint32) [C1068](ID 52) ATTACK_ENDTIME0 = 999 (0x000003E7) (uint32) [C1069](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 999 (0x000003E7) (uint32) [C1070](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 999 (0x000003E7) (uint32) [C1071](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C1078](ID 58) ATTACK_COLOR0 = 4210752 (0x00404040) (uint32) [C1079](ID 68) ATTACK_COLOR1 = 4210752 (0x00404040) (uint32) [C1080](ID 78) ATTACK_COLOR2 = 4210752 (0x00404040) (uint32) [C1081](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C1082](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C1083](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C1084](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C1085](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C1086](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.000 (fp4) [C1087](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C1088](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C1089](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C1090](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.000 (fp4) [C1091](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C1092](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) [C1093](ID 10) STATEGROUP = 20 (0x00000014) (uint32) [C1094](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 52 iLoopControlAnimLayer = 0 AnimLayers: [L052] iBaseNode = 259 iBaseAction = 189 iBasePropertyParam = 57 NodeTree: [N259] (ANIMLOOPTIME > 999.000) |-[A189] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[N260] (ANIMLOOPCOUNT >= 1.000) |-[A190] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State53 (FIGHT_ATTACK_SPECIALSWITCH) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1095 nBaseConstants = 3 StateConstants: [C1095](ID 10) STATEGROUP = 276 (0x00000114) (uint32) [C1096](ID 18) RESPONSEIMMUNE_STARTTIME = -1.000 (fp4) [C1097](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 53 iLoopControlAnimLayer = 0 AnimLayers: [L053] iBaseNode = 261 iBaseAction = 191 iBasePropertyParam = 61 NodeTree: [N261] (ATTACK(4104.000) != 0.000) |-[A191] TokenCUR -> State54 (FIGHT_ATTACK_SPECIAL_HEADCAP) | `-[E031] CONSUMEATTACK(1.000) `-[N262] (ATTACK(4112.000) != 0.000) |-[A192] TokenCUR -> State55 (FIGHT_ATTACK_SPECIAL_360SWIRLLFT) | `-[E032] CONSUMEATTACK(1.000) `-[N263] (ATTACK(4128.000) != 0.000) |-[A193] TokenCUR -> State56 (FIGHT_ATTACK_SPECIAL_360SWIRLRGT) | `-[E033] CONSUMEATTACK(1.000) `-[N264] (ATTACK(4160.000) != 0.000) |-[A194] TokenCUR -> State57 (FIGHT_ATTACK_SPECIAL_WINDMILL) | `-[E034] CONSUMEATTACK(1.000) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State54 (FIGHT_ATTACK_SPECIAL_HEADCAP) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1098 nBaseConstants = 34 StateConstants: [C1098](ID 50) ATTACK_ATTACKID0 = 4104 (0x00001008) (uint32) [C1099](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.000 (fp4) [C1100](ID 51) ATTACK_STARTTIME0 = 0.800 (fp4) [C1101](ID 52) ATTACK_ENDTIME0 = 1.050 (fp4) [C1102](ID 53) ATTACK_RESPONSEID0_0 = 15 (0x0000000F) (uint32) [C1103](ID 54) ATTACK_RESPONSEID0_1 = 70 (0x00000046) (uint32) [C1104](ID 58) ATTACK_COLOR0 = 4227136 (0x00408040) (uint32) [C1105](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.700 (fp4) [C1106](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.800 (fp4) [C1107](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C1115](ID 10) STATEGROUP = 276 (0x00000114) (uint32) [C1116](ID 18) RESPONSEIMMUNE_STARTTIME = -1.000 (fp4) [C1117](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C1118](ID 68) ATTACK_COLOR1 = 4227136 (0x00408040) (uint32) [C1119](ID 78) ATTACK_COLOR2 = 4227136 (0x00408040) (uint32) [C1120](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C1121](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C1122](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C1123](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C1124](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C1125](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.000 (fp4) [C1126](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C1127](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C1128](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C1129](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.000 (fp4) [C1130](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C1131](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 54 iLoopControlAnimLayer = 0 AnimLayers: [L054] iBaseNode = 265 iBaseAction = 195 iBasePropertyParam = 66 NodeTree: [N265] (STATETIME = 0.000) |-[A195] | `-[E035] USESKILL(9.000) `-[N266] (ANIMLOOPTIME > 1.650) |-[A196] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[N267] (ANIMLOOPCOUNT >= 1.000) |-[A197] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State55 (FIGHT_ATTACK_SPECIAL_360SWIRLLFT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1132 nBaseConstants = 36 StateConstants: [C1132](ID 50) ATTACK_ATTACKID0 = 4116 (0x00001014) (uint32) [C1133](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.000 (fp4) [C1134](ID 58) ATTACK_COLOR0 = 8405056 (0x00804040) (uint32) [C1135](ID 51) ATTACK_STARTTIME0 = 0.400 (fp4) [C1136](ID 52) ATTACK_ENDTIME0 = 0.600 (fp4) [C1137](ID 60) ATTACK_ATTACKID1 = 36884 (0x00009014) (uint32) [C1138](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.000 (fp4) [C1139](ID 68) ATTACK_COLOR1 = 8405056 (0x00804040) (uint32) [C1140](ID 61) ATTACK_STARTTIME1 = 1.000 (fp4) [C1141](ID 62) ATTACK_ENDTIME1 = 1.200 (fp4) [C1142](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.300 (fp4) [C1143](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.400 (fp4) [C1144](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C1145](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.500 (fp4) [C1146](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.650 (fp4) [C1147](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0 (0x00000000) (uint32) [C1155](ID 10) STATEGROUP = 276 (0x00000114) (uint32) [C1156](ID 18) RESPONSEIMMUNE_STARTTIME = -1.000 (fp4) [C1157](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C1158](ID 78) ATTACK_COLOR2 = 8405056 (0x00804040) (uint32) [C1159](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C1160](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C1161](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C1162](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C1163](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C1164](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C1165](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.000 (fp4) [C1166](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C1167](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 55 iLoopControlAnimLayer = 0 AnimLayers: [L055] iBaseNode = 268 iBaseAction = 198 iBasePropertyParam = 67 NodeTree: [N268] (STATETIME = 0.000) |-[A198] | `-[E036] USESKILL(10.000) `-[N269] (ANIMLOOPTIME > 1.500) |-[A199] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[N270] (ANIMLOOPCOUNT >= 1.000) |-[A200] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State56 (FIGHT_ATTACK_SPECIAL_360SWIRLRGT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1168 nBaseConstants = 33 StateConstants: [C1168](ID 50) ATTACK_ATTACKID0 = 4132 (0x00001024) (uint32) [C1169](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.500 (fp4) [C1170](ID 58) ATTACK_COLOR0 = 4210816 (0x00404080) (uint32) [C1171](ID 51) ATTACK_STARTTIME0 = 0.100 (fp4) [C1172](ID 52) ATTACK_ENDTIME0 = 0.900 (fp4) [C1173](ID 53) ATTACK_RESPONSEID0_0 = 72 (0x00000048) (uint32) [C1174](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.350 (fp4) [C1175](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.550 (fp4) [C1176](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0.000 (fp4) [C1184](ID 10) STATEGROUP = 276 (0x00000114) (uint32) [C1185](ID 18) RESPONSEIMMUNE_STARTTIME = -1.000 (fp4) [C1186](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C1187](ID 68) ATTACK_COLOR1 = 4210816 (0x00404080) (uint32) [C1188](ID 78) ATTACK_COLOR2 = 4210816 (0x00404080) (uint32) [C1189](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C1190](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C1191](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C1192](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C1193](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.000 (fp4) [C1194](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.000 (fp4) [C1195](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 0.000 (fp4) [C1196](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C1197](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 0.000 (fp4) [C1198](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 0.000 (fp4) [C1199](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0.000 (fp4) [C1200](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 56 iLoopControlAnimLayer = 0 AnimLayers: [L056] iBaseNode = 271 iBaseAction = 201 iBasePropertyParam = 68 NodeTree: [N271] (STATETIME = 0.000) |-[A201] | `-[E037] USESKILL(11.000) `-[N272] (ANIMLOOPTIME > 1.250) |-[A202] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[N273] (ANIMLOOPCOUNT >= 1.000) |-[A203] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State57 (FIGHT_ATTACK_SPECIAL_WINDMILL) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1201 nBaseConstants = 43 StateConstants: [C1201](ID 50) ATTACK_ATTACKID0 = 4164 (0x00001044) (uint32) [C1202](ID 57) ATTACK_DAMAGEMULTIPLIER0 = 1.000 (fp4) [C1203](ID 58) ATTACK_COLOR0 = 8421440 (0x00808040) (uint32) [C1204](ID 51) ATTACK_STARTTIME0 = 0.400 (fp4) [C1205](ID 52) ATTACK_ENDTIME0 = 0.800 (fp4) [C1206](ID 53) ATTACK_RESPONSEID0_0 = 73 (0x00000049) (uint32) [C1207](ID 60) ATTACK_ATTACKID1 = 4164 (0x00001044) (uint32) [C1208](ID 67) ATTACK_DAMAGEMULTIPLIER1 = 1.000 (fp4) [C1209](ID 68) ATTACK_COLOR1 = 8421440 (0x00808040) (uint32) [C1210](ID 61) ATTACK_STARTTIME1 = 0.800 (fp4) [C1211](ID 62) ATTACK_ENDTIME1 = 1.100 (fp4) [C1212](ID 70) ATTACK_ATTACKID2 = 12352 (0x00003040) (uint32) [C1213](ID 77) ATTACK_DAMAGEMULTIPLIER2 = 5.000 (fp4) [C1214](ID 78) ATTACK_COLOR2 = 8421440 (0x00808040) (uint32) [C1215](ID 71) ATTACK_STARTTIME2 = 1.900 (fp4) [C1216](ID 72) ATTACK_ENDTIME2 = 2.100 (fp4) [C1217](ID 73) ATTACK_RESPONSEID2_0 = 74 (0x0000004A) (uint32) [C1218](ID 74) ATTACK_RESPONSEID2_1 = 80 (0x00000050) (uint32) [C1219](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.300 (fp4) [C1220](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.400 (fp4) [C1221](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = -10.000 (fp4) [C1222](ID 30) TURNTOTARGETCORRECTION_STARTTIME1 = 0.600 (fp4) [C1223](ID 31) TURNTOTARGETCORRECTION_ENDTIME1 = 0.800 (fp4) [C1224](ID 32) TURNTOTARGETCORRECTION_OFFSET1 = 30 (0x0000001E) (uint32) [C1225](ID 40) TURNTOTARGETCORRECTION_STARTTIME2 = 1.100 (fp4) [C1226](ID 41) TURNTOTARGETCORRECTION_ENDTIME2 = 1.600 (fp4) [C1227](ID 42) TURNTOTARGETCORRECTION_OFFSET2 = 0 (0x00000000) (uint32) [C1235](ID 10) STATEGROUP = 276 (0x00000114) (uint32) [C1236](ID 18) RESPONSEIMMUNE_STARTTIME = -1.000 (fp4) [C1237](ID 13) POINTOFINTEREST = 1 (0x00000001) (uint32) [C1238](ID 56) ATTACK_SLOT0 = 0 (0x00000000) (uint32) [C1239](ID 66) ATTACK_SLOT1 = 0 (0x00000000) (uint32) [C1240](ID 76) ATTACK_SLOT2 = 0 (0x00000000) (uint32) [C1241](ID 24) TURNTOTARGETCORRECTION_TYPE0 = 1 (0x00000001) (uint32) [C1242](ID 34) TURNTOTARGETCORRECTION_TYPE1 = 1 (0x00000001) (uint32) [C1243](ID 44) TURNTOTARGETCORRECTION_TYPE2 = 1 (0x00000001) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 57 iLoopControlAnimLayer = 0 AnimLayers: [L057] iBaseNode = 274 iBaseAction = 204 iBasePropertyParam = 69 NodeTree: [N274] (STATETIME = 0.000) |-[A204] | `-[E038] USESKILL(12.000) `-[N275] (ANIMLOOPTIME > 2.700) |-[A205] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[N276] (ANIMLOOPCOUNT >= 1.000) |-[A206] TokenCUR -> State18 (FIGHT_ATTACK_EXIT) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State58 (DIVINE_ENTER) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1244 nBaseConstants = 7 StateConstants: [C1248](ID 2) TURNCONTROLSCALE = 0.100 (fp4) [C1249](ID 3) TURNCONTROLMAX = 0.050 (fp4) [C1250](ID 10) STATEGROUP = 512 (0x00000200) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 58 iLoopControlAnimLayer = 0 AnimLayers: [L058] iBaseNode = 277 iBaseAction = 207 iBasePropertyParam = 75 NodeTree: [N277] (STATETIME = 0.000) |-[A207] | `-[E039] PERFORMDIVINEPOWER(6.000) `-[N278] (ANIMLOOPCOUNT >= 1.000) |-[A208] TokenCUR -> State59 (DIVINE_IDLE) `-[N279] (ANIMLOOPTIME > 0.550) |-[A209] TokenCUR -> State59 (DIVINE_IDLE) `-[N280] (ACTION != 4.000) |-[A210] TokenCUR -> State60 (DIVINE_ABORT) | `-[E040] PERFORMDIVINEPOWER(7.000) `-[N281] (DIVINE = 1.000) |-[A211] TokenCUR -> State62 (DIVINE_HEALING) | `-[E041] PERFORMDIVINEPOWER(7.000) `-[N282] (DIVINE = 2.000) |-[A212] TokenCUR -> State63 (DIVINE_AURA) | `-[E042] PERFORMDIVINEPOWER(7.000) `-[N283] (DIVINE = 3.000) |-[A213] TokenCUR -> State64 (DIVINE_SHOCKWAVE) | `-[E043] PERFORMDIVINEPOWER(7.000) `-[N284] (DIVINE = 4.000) |-[A214] TokenCUR -> State65 (DIVINE_BOLTS) | `-[E044] PERFORMDIVINEPOWER(7.000) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State59 (DIVINE_IDLE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1251 nBaseConstants = 7 StateConstants: [C1255](ID 2) TURNCONTROLSCALE = 0.100 (fp4) [C1256](ID 3) TURNCONTROLMAX = 0.050 (fp4) [C1257](ID 10) STATEGROUP = 512 (0x00000200) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 59 iLoopControlAnimLayer = 0 AnimLayers: [L059] iBaseNode = 285 iBaseAction = 215 iBasePropertyParam = 80 NodeTree: [N285] (ACTION != 4.000) |-[A215] TokenCUR -> State60 (DIVINE_ABORT) | `-[E045] PERFORMDIVINEPOWER(7.000) `-[N286] (DIVINE = 1.000) |-[A216] TokenCUR -> State62 (DIVINE_HEALING) | `-[E046] PERFORMDIVINEPOWER(7.000) `-[N287] (DIVINE = 2.000) |-[A217] TokenCUR -> State63 (DIVINE_AURA) | `-[E047] PERFORMDIVINEPOWER(7.000) `-[N288] (DIVINE = 3.000) |-[A218] TokenCUR -> State64 (DIVINE_SHOCKWAVE) | `-[E048] PERFORMDIVINEPOWER(7.000) `-[N289] (DIVINE = 4.000) |-[A219] TokenCUR -> State65 (DIVINE_BOLTS) | `-[E049] PERFORMDIVINEPOWER(7.000) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State60 (DIVINE_ABORT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1258 nBaseConstants = 7 StateConstants: [C1262](ID 2) TURNCONTROLSCALE = 0.100 (fp4) [C1263](ID 3) TURNCONTROLMAX = 0.050 (fp4) [C1264](ID 10) STATEGROUP = 512 (0x00000200) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 60 iLoopControlAnimLayer = 0 AnimLayers: [L060] iBaseNode = 290 iBaseAction = 220 iBasePropertyParam = 81 NodeTree: [N290] (STATETIME = 0.000) |-[A220] | `-[E050] PERFORMDIVINEPOWER(7.000) `-[N291] (ANIMLOOPCOUNT >= 1.000) |-[A221] TokenCUR -> State61 (DIVINE_LEAVE) `-[N292] (ANIMLOOPTIME >= 999.000) |-[A222] TokenCUR -> State61 (DIVINE_LEAVE) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State61 (DIVINE_LEAVE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1265 nBaseConstants = 1 StateConstants: [C1265](ID 10) STATEGROUP = 512 (0x00000200) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 61 iLoopControlAnimLayer = 0 AnimLayers: [L061] iBaseNode = 293 iBaseAction = 223 iBasePropertyParam = 81 NodeTree: [N293] (STATETIME = 0.000) |-[A223] TokenCUR -> State1 (ACTIONSWITCH) | `-[E051] CONSUMEDIVINEPOWER `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State62 (DIVINE_HEALING) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1266 nBaseConstants = 9 StateConstants: [C1274](ID 10) STATEGROUP = 512 (0x00000200) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 62 iLoopControlAnimLayer = 0 AnimLayers: [L062] iBaseNode = 294 iBaseAction = 224 iBasePropertyParam = 86 NodeTree: [N294] (STATETIME = 0.000) |-[A224] | `-[E052] PERFORMDIVINEPOWER(1.000) `-[N295] (ANIMLOOPTIME = 0.600) |-[A225] | `-[E053] PERFORMDIVINEPOWER(2.000) `-[N296] (ANIMLOOPTIME = 2.100) |-[A226] | `-[E054] PERFORMDIVINEPOWER(3.000) `-[N297] (ANIMLOOPTIME = -1.100) |-[A227] | `-[E055] PERFORMDIVINEPOWER(4.000) `-[N298] (ANIMLOOPTIME >= 3.200) |-[A228] TokenCUR -> State61 (DIVINE_LEAVE) | `-[E056] PERFORMDIVINEPOWER(5.000) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State63 (DIVINE_AURA) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1275 nBaseConstants = 9 StateConstants: [C1283](ID 10) STATEGROUP = 512 (0x00000200) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 63 iLoopControlAnimLayer = 0 AnimLayers: [L063] iBaseNode = 299 iBaseAction = 229 iBasePropertyParam = 91 NodeTree: [N299] (STATETIME = 0.000) |-[A229] | `-[E057] PERFORMDIVINEPOWER(1.000) `-[N300] (ANIMLOOPTIME = 0.900) |-[A230] | `-[E058] PERFORMDIVINEPOWER(2.000) `-[N301] (ANIMLOOPTIME = 1.650) |-[A231] | `-[E059] PERFORMDIVINEPOWER(3.000) `-[N302] (ANIMLOOPTIME = -1.100) |-[A232] | `-[E060] PERFORMDIVINEPOWER(4.000) `-[N303] (ANIMLOOPTIME >= 2.700) |-[A233] TokenCUR -> State61 (DIVINE_LEAVE) | `-[E061] PERFORMDIVINEPOWER(5.000) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State64 (DIVINE_SHOCKWAVE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1284 nBaseConstants = 9 StateConstants: [C1292](ID 10) STATEGROUP = 512 (0x00000200) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 64 iLoopControlAnimLayer = 0 AnimLayers: [L064] iBaseNode = 304 iBaseAction = 234 iBasePropertyParam = 96 NodeTree: [N304] (STATETIME = 0.000) |-[A234] | `-[E062] PERFORMDIVINEPOWER(1.000) `-[N305] (ANIMLOOPTIME = 0.650) |-[A235] | `-[E063] PERFORMDIVINEPOWER(2.000) `-[N306] (ANIMLOOPTIME = 1.500) |-[A236] | `-[E064] PERFORMDIVINEPOWER(3.000) `-[N307] (ANIMLOOPTIME = -1.100) |-[A237] | `-[E065] PERFORMDIVINEPOWER(4.000) `-[N308] (ANIMLOOPTIME >= 2.700) |-[A238] TokenCUR -> State61 (DIVINE_LEAVE) | `-[E066] PERFORMDIVINEPOWER(5.000) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State65 (DIVINE_BOLTS) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1293 nBaseConstants = 9 StateConstants: [C1301](ID 10) STATEGROUP = 512 (0x00000200) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 65 iLoopControlAnimLayer = 0 AnimLayers: [L065] iBaseNode = 309 iBaseAction = 239 iBasePropertyParam = 101 NodeTree: [N309] (STATETIME = 0.000) |-[A239] | `-[E067] PERFORMDIVINEPOWER(1.000) `-[N310] (ANIMLOOPTIME = 0.850) |-[A240] | `-[E068] PERFORMDIVINEPOWER(2.000) `-[N311] (ANIMLOOPTIME = 0.950) |-[A241] | `-[E069] PERFORMDIVINEPOWER(3.000) `-[N312] (ANIMLOOPTIME = -1.100) |-[A242] | `-[E070] PERFORMDIVINEPOWER(4.000) `-[N313] (ANIMLOOPTIME >= 2.500) |-[A243] TokenCUR -> State61 (DIVINE_LEAVE) | `-[E071] PERFORMDIVINEPOWER(5.000) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State66 (BOW_ENTER) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1302 nBaseConstants = 0 StateConstants: (empty) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 66 iLoopControlAnimLayer = 0 AnimLayers: [L066] iBaseNode = 314 iBaseAction = 244 iBasePropertyParam = 101 NodeTree: [N314] (BOWHASARROW != 0.000) |-[N315] (ISBOT != 0.000) | |-[A244] TokenCUR -> State73 (BOW3P_ENTER) | `-[N316] (ISBOT = 0.000) | |-[A245] TokenCUR -> State68 (BOW1P_CHARGEDIDLE) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State67 (BOW1P_LEAVE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1302 nBaseConstants = 4 StateConstants: [C1302](ID 12) VIEWMODE = 1 (0x00000001) (uint32) [C1303](ID 10) STATEGROUP = 1024 (0x00000400) (uint32) [C1304](ID 81) RIGHTSLOT = 2 (0x00000002) (uint32) [C1305](ID 80) LEFTSLOT = -8.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 67 iLoopControlAnimLayer = 0 AnimLayers: [L067] iBaseNode = 317 iBaseAction = 246 iBasePropertyParam = 101 NodeTree: [N317] (ANIMLOOPCOUNT >= 1.000) |-[A246] TokenCUR -> State1 (ACTIONSWITCH) `-[N318] (ACTION != 3.000) |-[A247] TokenCUR -> State1 (ACTIONSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State68 (BOW1P_CHARGEDIDLE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1306 nBaseConstants = 4 StateConstants: [C1306](ID 12) VIEWMODE = 1 (0x00000001) (uint32) [C1307](ID 10) STATEGROUP = 1024 (0x00000400) (uint32) [C1308](ID 81) RIGHTSLOT = 2 (0x00000002) (uint32) [C1309](ID 80) LEFTSLOT = -8.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 68 iLoopControlAnimLayer = 0 AnimLayers: [L068] iBaseNode = 319 iBaseAction = 248 iBasePropertyParam = 101 NodeTree: [N319] (BOWFIREARROW != 0.000) |-[N320] (BOWHASARROW != 0.000) | |-[A248] TokenCUR -> State69 (BOW1P_SHOOTNRELOAD) | `-[N321] (ACTION != 3.000) | |-[A250] TokenCUR -> State67 (BOW1P_LEAVE) | `-[FAIL] `-[N321] (ACTION != 3.000) |-[A250] TokenCUR -> State67 (BOW1P_LEAVE) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State69 (BOW1P_SHOOTNRELOAD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1310 nBaseConstants = 4 StateConstants: [C1310](ID 12) VIEWMODE = 1 (0x00000001) (uint32) [C1311](ID 10) STATEGROUP = 1024 (0x00000400) (uint32) [C1312](ID 81) RIGHTSLOT = 2 (0x00000002) (uint32) [C1313](ID 80) LEFTSLOT = -8.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 69 iLoopControlAnimLayer = 0 AnimLayers: [L069] iBaseNode = 322 iBaseAction = 251 iBasePropertyParam = 102 NodeTree: [N322] (STATETIME = 0.000) |-[A251] | `-[E072] ACTIVATEITEM(13568.000) `-[N323] (ANIMLOOPCOUNT >= 1.000) |-[A252] TokenCUR -> State68 (BOW1P_CHARGEDIDLE) `-[N324] (ACTION != 3.000) |-[A253] TokenCUR -> State67 (BOW1P_LEAVE) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State70 (BOW1P_SHOOTNRELAX) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1314 nBaseConstants = 4 StateConstants: [C1314](ID 12) VIEWMODE = 1 (0x00000001) (uint32) [C1315](ID 10) STATEGROUP = 1024 (0x00000400) (uint32) [C1316](ID 81) RIGHTSLOT = 2 (0x00000002) (uint32) [C1317](ID 80) LEFTSLOT = -8.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 70 iLoopControlAnimLayer = 0 AnimLayers: [L070] iBaseNode = 325 iBaseAction = 254 iBasePropertyParam = 103 NodeTree: [N325] (STATETIME = 0.000) |-[A254] | `-[E073] ACTIVATEITEM(13568.000) `-[N326] (ANIMLOOPCOUNT >= 1.000) |-[A255] TokenCUR -> State67 (BOW1P_LEAVE) `-[N327] (ACTION != 3.000) |-[A256] TokenCUR -> State67 (BOW1P_LEAVE) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State71 (RESPONSE_HURTBOW1P) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1318 nBaseConstants = 8 StateConstants: [C1322](ID 10) STATEGROUP = 1180672 (0x00120400) (uint32) [C1323](ID 12) VIEWMODE = 1 (0x00000001) (uint32) [C1324](ID 81) RIGHTSLOT = 2 (0x00000002) (uint32) [C1325](ID 80) LEFTSLOT = -8.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 71 iLoopControlAnimLayer = 0 AnimLayers: [L071] iBaseNode = 328 iBaseAction = 257 iBasePropertyParam = 103 NodeTree: [N328] (ANIMLOOPCOUNT >= 1.000) |-[A257] TokenCUR -> State68 (BOW1P_CHARGEDIDLE) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State72 (RESPONSE_DEATHBOW1P) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1326 nBaseConstants = 8 StateConstants: [C1330](ID 10) STATEGROUP = 1310720 (0x00140000) (uint32) [C1331](ID 81) RIGHTSLOT = -7.000 (fp4) [C1332](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 72 iLoopControlAnimLayer = 0 AnimLayers: [L072] iBaseNode = 329 iBaseAction = 258 iBasePropertyParam = 104 NodeTree: [N329] (STATETIME = 0.000) |-[A258] | `-[E074] SELECTWEAPON(4.000) `-[N330] (ISDEAD = 0.000) |-[N331] (ANIMLOOPTIME >= 0.500) | |-[A259] | | `-[E075] SETDEADPHYS | `-[N332] (ANIMLOOPCOUNT >= 1.000) | |-[A260] | | `-[E075] SETDEADPHYS | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State73 (BOW3P_ENTER) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1334 nBaseConstants = 5 StateConstants: [C1334](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C1335](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) [C1336](ID 12) VIEWMODE = 0 (0x00000000) (uint32) [C1337](ID 10) STATEGROUP = 2048 (0x00000800) (uint32) [C1338](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 73 iLoopControlAnimLayer = 0 AnimLayers: [L073] iBaseNode = 333 iBaseAction = 261 iBasePropertyParam = 104 NodeTree: [N333] (ANIMLOOPTIME >= 0.750) |-[A261] TokenCUR -> State74 (BOW3P_WIELDBOW) `-[N334] (ANIMLOOPCOUNT >= 1.000) |-[A262] TokenCUR -> State74 (BOW3P_WIELDBOW) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State74 (BOW3P_WIELDBOW) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1339 nBaseConstants = 5 StateConstants: [C1339](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C1340](ID 80) LEFTSLOT = 3 (0x00000003) (uint32) [C1341](ID 12) VIEWMODE = 0 (0x00000000) (uint32) [C1342](ID 10) STATEGROUP = 2048 (0x00000800) (uint32) [C1343](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 74 iLoopControlAnimLayer = 0 AnimLayers: [L074] iBaseNode = 335 iBaseAction = 263 iBasePropertyParam = 104 NodeTree: [N335] (ANIMLOOPTIME >= 1.100) |-[A263] TokenCUR -> State75 (BOW3P_UNWIELDWEAPON) `-[N336] (ANIMLOOPCOUNT >= 1.000) |-[A264] TokenCUR -> State75 (BOW3P_UNWIELDWEAPON) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State75 (BOW3P_UNWIELDWEAPON) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1344 nBaseConstants = 5 StateConstants: [C1344](ID 81) RIGHTSLOT = -8.000 (fp4) [C1345](ID 80) LEFTSLOT = 3 (0x00000003) (uint32) [C1346](ID 12) VIEWMODE = 0 (0x00000000) (uint32) [C1347](ID 10) STATEGROUP = 2048 (0x00000800) (uint32) [C1348](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 75 iLoopControlAnimLayer = 0 AnimLayers: [L075] iBaseNode = 337 iBaseAction = 265 iBasePropertyParam = 104 NodeTree: [N337] (ANIMLOOPTIME >= 1.500) |-[A265] TokenCUR -> State76 (BOW3P_WIELDAMMO) `-[N338] (ANIMLOOPCOUNT >= 1.000) |-[A266] TokenCUR -> State76 (BOW3P_WIELDAMMO) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State76 (BOW3P_WIELDAMMO) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1349 nBaseConstants = 5 StateConstants: [C1349](ID 81) RIGHTSLOT = 2 (0x00000002) (uint32) [C1350](ID 80) LEFTSLOT = 3 (0x00000003) (uint32) [C1351](ID 12) VIEWMODE = 0 (0x00000000) (uint32) [C1352](ID 10) STATEGROUP = 2048 (0x00000800) (uint32) [C1353](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 76 iLoopControlAnimLayer = 0 AnimLayers: [L076] iBaseNode = 339 iBaseAction = 267 iBasePropertyParam = 104 NodeTree: [N339] (ANIMLOOPCOUNT >= 1.000) |-[A267] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State77 (BOW3P_CHARGE_ARROW) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1354 nBaseConstants = 5 StateConstants: [C1354](ID 12) VIEWMODE = 0 (0x00000000) (uint32) [C1355](ID 10) STATEGROUP = 2048 (0x00000800) (uint32) [C1356](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C1357](ID 81) RIGHTSLOT = 2 (0x00000002) (uint32) [C1358](ID 80) LEFTSLOT = 3 (0x00000003) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 77 iLoopControlAnimLayer = 0 AnimLayers: [L077] iBaseNode = 340 iBaseAction = 268 iBasePropertyParam = 104 NodeTree: [N340] (ANIMLOOPCOUNT >= 1.000) |-[A268] TokenCUR -> State83 (BOW3P_CHARGEDIDLE) `-[N341] (ACTION != 3.000) |-[N342] (ANIMLOOPCOUNT < 0.200) | |-[A269] TokenCUR -> State78 (BOW3P_LEAVE) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State78 (BOW3P_LEAVE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1359 nBaseConstants = 5 StateConstants: [C1359](ID 12) VIEWMODE = 0 (0x00000000) (uint32) [C1360](ID 10) STATEGROUP = 2048 (0x00000800) (uint32) [C1361](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C1362](ID 81) RIGHTSLOT = 2 (0x00000002) (uint32) [C1363](ID 80) LEFTSLOT = 3 (0x00000003) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 78 iLoopControlAnimLayer = 0 AnimLayers: [L078] iBaseNode = 343 iBaseAction = 270 iBasePropertyParam = 104 NodeTree: [N343] (ANIMLOOPTIME >= 0.850) |-[A270] TokenCUR -> State79 (BOW3P_WIELDWEAPON) `-[N344] (ANIMLOOPCOUNT >= 1.000) |-[A271] TokenCUR -> State79 (BOW3P_WIELDWEAPON) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State79 (BOW3P_WIELDWEAPON) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1364 nBaseConstants = 5 StateConstants: [C1364](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C1365](ID 80) LEFTSLOT = 3 (0x00000003) (uint32) [C1366](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C1367](ID 12) VIEWMODE = 0 (0x00000000) (uint32) [C1368](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 79 iLoopControlAnimLayer = 0 AnimLayers: [L079] iBaseNode = 345 iBaseAction = 272 iBasePropertyParam = 104 NodeTree: [N345] (ANIMLOOPTIME >= 1.600) |-[A272] TokenCUR -> State80 (BOW3P_WIELDSHIELD) `-[N346] (ANIMLOOPCOUNT >= 1.000) |-[A273] TokenCUR -> State80 (BOW3P_WIELDSHIELD) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State80 (BOW3P_WIELDSHIELD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1369 nBaseConstants = 5 StateConstants: [C1369](ID 81) RIGHTSLOT = 0 (0x00000000) (uint32) [C1370](ID 80) LEFTSLOT = 1 (0x00000001) (uint32) [C1371](ID 10) STATEGROUP = 16 (0x00000010) (uint32) [C1372](ID 12) VIEWMODE = 0 (0x00000000) (uint32) [C1373](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 80 iLoopControlAnimLayer = 0 AnimLayers: [L080] iBaseNode = 347 iBaseAction = 274 iBasePropertyParam = 104 NodeTree: [N347] (ANIMLOOPCOUNT >= 1.000) |-[A274] TokenCUR -> State1 (ACTIONSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State81 (BOW3P_SHOOT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1374 nBaseConstants = 5 StateConstants: [C1374](ID 81) RIGHTSLOT = -8.000 (fp4) [C1375](ID 12) VIEWMODE = 0 (0x00000000) (uint32) [C1376](ID 10) STATEGROUP = 2048 (0x00000800) (uint32) [C1377](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C1378](ID 80) LEFTSLOT = 3 (0x00000003) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 81 iLoopControlAnimLayer = 0 AnimLayers: [L081] iBaseNode = 348 iBaseAction = 275 iBasePropertyParam = 105 NodeTree: [N348] (STATETIME = 0.000) |-[A275] | `-[E076] ACTIVATEITEM(13568.000) `-[N349] (ANIMLOOPTIME >= 0.900) |-[A276] TokenCUR -> State82 (BOW3P_RELOAD) `-[N350] (ANIMLOOPCOUNT >= 1.000) |-[A277] TokenCUR -> State82 (BOW3P_RELOAD) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State82 (BOW3P_RELOAD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1379 nBaseConstants = 5 StateConstants: [C1379](ID 12) VIEWMODE = 0 (0x00000000) (uint32) [C1380](ID 10) STATEGROUP = 2048 (0x00000800) (uint32) [C1381](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C1382](ID 81) RIGHTSLOT = 2 (0x00000002) (uint32) [C1383](ID 80) LEFTSLOT = 3 (0x00000003) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 82 iLoopControlAnimLayer = 0 AnimLayers: [L082] iBaseNode = 351 iBaseAction = 278 iBasePropertyParam = 105 NodeTree: [N351] (ANIMLOOPCOUNT >= 1.000) |-[N352] (ACTION != 3.000) | |-[A278] TokenCUR -> State78 (BOW3P_LEAVE) | `-[A279] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State83 (BOW3P_CHARGEDIDLE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1384 nBaseConstants = 5 StateConstants: [C1384](ID 12) VIEWMODE = 0 (0x00000000) (uint32) [C1385](ID 10) STATEGROUP = 2048 (0x00000800) (uint32) [C1386](ID 13) POINTOFINTEREST = 2 (0x00000002) (uint32) [C1387](ID 81) RIGHTSLOT = 2 (0x00000002) (uint32) [C1388](ID 80) LEFTSLOT = 3 (0x00000003) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 83 iLoopControlAnimLayer = 0 AnimLayers: [L083] iBaseNode = 353 iBaseAction = 280 iBasePropertyParam = 105 NodeTree: [N353] (BOWFIREARROW != 0.000) |-[N354] (BOWHASARROW != 0.000) | |-[A280] TokenCUR -> State81 (BOW3P_SHOOT) | `-[N355] (ACTION != 3.000) | |-[A281] TokenCUR -> State78 (BOW3P_LEAVE) | `-[FAIL] `-[N355] (ACTION != 3.000) |-[A281] TokenCUR -> State78 (BOW3P_LEAVE) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State84 (RESPONSE_TRIGGER) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1389 nBaseConstants = 0 StateConstants: (empty) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 84 iLoopControlAnimLayer = 0 AnimLayers: [L084] iBaseNode = 356 iBaseAction = 282 iBasePropertyParam = 105 NodeTree: [N356] (RESPONSE != -1.000) |-[A282] TokenCUR -> State89 (RESPONSE_SWITCH) | `-[E077] SAVESTATEGROUP `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State85 (KNOCKEDKNEE_GETUP) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1389 nBaseConstants = 10 StateConstants: [C1389](ID 10) STATEGROUP = 1576960 (0x00181000) (uint32) [C1396](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1397](ID 81) RIGHTSLOT = -7.000 (fp4) [C1398](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 85 iLoopControlAnimLayer = 0 AnimLayers: [L085] iBaseNode = 357 iBaseAction = 283 iBasePropertyParam = 105 NodeTree: [N357] (STATETIME = 0.000) |-[A283] | `-[E078] HEALSELF `-[N358] (SAVEDSTATEGROUP & 2048.000) |-[N359] (ANIMLOOPTIME >= 2.400) | |-[A284] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | `-[N360] (ANIMLOOPCOUNT >= 1.000) | |-[A285] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | `-[N361] (ACTION = 1.000) | |-[N362] (ANIMLOOPTIME >= 999.000) | | |-[A286] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N363] (ANIMLOOPTIME >= 2.400) |-[A287] TokenCUR -> State0 (FIGHT_ENTER) `-[N364] (ANIMLOOPCOUNT >= 1.000) |-[A288] TokenCUR -> State0 (FIGHT_ENTER) `-[N365] (ACTION = 1.000) |-[N366] (ANIMLOOPTIME >= 999.000) | |-[A289] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State86 (DUMMYRESPONSE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1399 nBaseConstants = 0 StateConstants: (empty) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 86 iLoopControlAnimLayer = 0 AnimLayers: [L086] iBaseNode = 367 iBaseAction = 290 iBasePropertyParam = 105 NodeTree: [N367] (STATETIME < -1.000) |-[A290] TokenCUR -> State87 (DUMMY_SPAWNDEAD) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State87 (DUMMY_SPAWNDEAD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1399 nBaseConstants = 0 StateConstants: (empty) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 87 iLoopControlAnimLayer = 0 AnimLayers: [L087] iBaseNode = -1 iBaseAction = 291 iBasePropertyParam = -1 NodeTree: (empty) } - - - - - - - - - - - - - - - - - - - - State88 (RESPONSE_INIT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1399 nBaseConstants = 0 StateConstants: (empty) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 88 iLoopControlAnimLayer = 0 AnimLayers: [L088] iBaseNode = 368 iBaseAction = 291 iBasePropertyParam = 429 NodeTree: [N368] (STATETIME >= 0.000) |-[A291] TokenCUR -> State84 (RESPONSE_TRIGGER) | |-[E079] REGISTERRESPONSE(0.000 2064.000 0.000 1179648.000 0.000 0.000 2.000 180.000 0.000) | |-[E080] REGISTERRESPONSE(1.000 2064.000 0.000 1179648.000 -45.000 0.000 2.000 180.000 0.000) | |-[E081] REGISTERRESPONSE(2.000 2064.000 0.000 1179648.000 45.000 0.000 2.000 180.000 0.000) | |-[E082] REGISTERRESPONSE(3.000 2064.000 0.000 1179648.000 0.000 45.000 2.000 180.000 0.000) | |-[E083] REGISTERRESPONSE(4.000 2064.000 0.000 1179648.000 180.000 0.000 2.000 90.000 2.000) | |-[E084] REGISTERRESPONSE(5.000 2064.000 0.000 1179648.000 0.000 0.000 2.000 180.000 1.000) | |-[E085] REGISTERRESPONSE(10.000 -1.000 0.000 1048608.000 0.000 0.000 2.000 0.000 0.000) | |-[E086] REGISTERRESPONSE(11.000 -1.000 0.000 1048608.000 0.000 45.000 2.000 0.000 0.000) | |-[E087] REGISTERRESPONSE(12.000 -1.000 0.000 1048608.000 -90.000 0.000 2.000 0.000 0.000) | |-[E088] REGISTERRESPONSE(13.000 -1.000 0.000 1048608.000 90.000 0.000 2.000 0.000 0.000) | |-[E089] REGISTERRESPONSE(14.000 -1.000 0.000 1048608.000 180.000 0.000 2.000 0.000 0.000) | |-[E090] REGISTERRESPONSE(15.000 -1.000 0.000 1048608.000 0.000 0.000 4100.000 180.000 1.000) | |-[E091] REGISTERRESPONSE(16.000 -1.000 0.000 1048608.000 0.000 0.000 4100.000 180.000 1.000) | |-[E092] REGISTERRESPONSE(20.000 2064.000 0.000 1179648.000 0.000 0.000 2.000 90.000 0.000) | |-[E093] REGISTERRESPONSE(21.000 2064.000 0.000 1179648.000 0.000 0.000 4100.000 90.000 0.000) | |-[E094] REGISTERRESPONSE(40.000 -1.000 0.000 1581056.000 0.000 0.000 2.000 180.000 0.000) | |-[E095] REGISTERRESPONSE(41.000 -1.000 0.000 1576960.000 0.000 0.000 2.000 180.000 0.000) | |-[E096] REGISTERRESPONSE(30.000 -1.000 12288.000 1310720.000 0.000 0.000 2.000 90.000 0.000) | |-[E097] REGISTERRESPONSE(31.000 -1.000 12288.000 1310720.000 180.000 0.000 2.000 90.000 0.000) | |-[E098] REGISTERRESPONSE(32.000 -1.000 12288.000 1310720.000 0.000 -50.000 2.000 90.000 0.000) | |-[E099] REGISTERRESPONSE(50.000 1581056.000 0.000 1318912.000 0.000 0.000 2.000 0.000 0.000) | |-[E100] REGISTERRESPONSE(51.000 1576960.000 0.000 1314816.000 180.000 0.000 2.000 90.000 1.000) | |-[E101] REGISTERRESPONSE(52.000 1576960.000 0.000 1314816.000 0.000 0.000 2.000 90.000 3.000) | |-[E102] REGISTERRESPONSE(53.000 1839104.000 0.000 1314816.000 0.000 0.000 2.000 180.000 0.000) | |-[E103] REGISTERRESPONSE(60.000 1024.000 0.000 1179648.000 0.000 0.000 2.000 180.000 0.000) | |-[E104] REGISTERRESPONSE(65.000 1024.000 0.000 1310720.000 0.000 0.000 2.000 180.000 0.000) | |-[E105] REGISTERRESPONSE(70.000 -1.000 0.000 1179648.000 0.000 0.000 2.000 180.000 1.000) | |-[E106] REGISTERRESPONSE(71.000 -1.000 0.000 1179648.000 0.000 0.000 2.000 180.000 1.000) | |-[E107] REGISTERRESPONSE(72.000 -1.000 0.000 1179648.000 0.000 0.000 2.000 180.000 1.000) | |-[E108] REGISTERRESPONSE(73.000 -1.000 0.000 1179648.000 0.000 0.000 2.000 180.000 1.000) | |-[E109] REGISTERRESPONSE(74.000 -1.000 0.000 1179648.000 0.000 0.000 2.000 180.000 1.000) | |-[E110] REGISTERRESPONSE(80.000 -1.000 0.000 1310720.000 0.000 0.000 2.000 180.000 1.000) | |-[E111] REGISTERRESPONSE(100.000 -1.000 0.000 1179648.000 0.000 0.000 2.000 0.000 1.000) | |-[E112] REGISTERRESPONSE(101.000 -1.000 0.000 1179648.000 0.000 0.000 2.000 0.000 1.000) | |-[E113] REGISTERRESPONSE(200.000 -1.000 0.000 1179648.000 -45.000 0.000 2.000 0.000 8.000) | `-[E114] REGISTERRESPONSE(201.000 -1.000 0.000 1179648.000 45.000 0.000 2.000 0.000 8.000) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State89 (RESPONSE_SWITCH) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1399 nBaseConstants = 0 StateConstants: (empty) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 89 iLoopControlAnimLayer = 0 AnimLayers: [L089] iBaseNode = 369 iBaseAction = 292 iBasePropertyParam = 429 NodeTree: [N369] (STATETIME = 0.000) |-[N370] (RESPONSE >= 0.000) | |-[N371] (RESPONSE < 50.000) | | |-[A292] TokenCUR -> State90 (RESPONSE_SWITCH_0_49) | | `-[A293] TokenCUR -> State91 (RESPONSE_SWITCH_50_200) | `-[A293] TokenCUR -> State91 (RESPONSE_SWITCH_50_200) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State90 (RESPONSE_SWITCH_0_49) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1399 nBaseConstants = 0 StateConstants: (empty) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 90 iLoopControlAnimLayer = 0 AnimLayers: [L090] iBaseNode = 372 iBaseAction = 294 iBasePropertyParam = 429 NodeTree: [N372] (RESPONSE = 0.000) |-[A294] Token0 -> State92 (RESPONSE_HURTFRONT) | `-[E115] CONSUMERESPONSE `-[N373] (RESPONSE = 1.000) |-[A295] Token0 -> State93 (RESPONSE_HURTFRONTLFT) | `-[E116] CONSUMERESPONSE `-[N374] (RESPONSE = 2.000) |-[A296] Token0 -> State94 (RESPONSE_HURTFRONTRGT) | `-[E117] CONSUMERESPONSE `-[N375] (RESPONSE = 3.000) |-[A297] Token0 -> State95 (RESPONSE_HURTFRONTABOVE) | `-[E118] CONSUMERESPONSE `-[N376] (RESPONSE = 4.000) |-[A298] Token0 -> State96 (RESPONSE_HURTBACK) | `-[E119] CONSUMERESPONSE `-[N377] (RESPONSE = 5.000) |-[A299] Token0 -> State97 (RESPONSE_HURTARROW) | `-[E120] CONSUMERESPONSE `-[N378] (RESPONSE = 10.000) |-[A300] Token0 -> State98 (RESPONSE_BLOCKFRONT) | `-[E121] CONSUMERESPONSE `-[N379] (RESPONSE = 11.000) |-[A301] Token0 -> State99 (RESPONSE_BLOCKABOVE) | `-[E122] CONSUMERESPONSE `-[N380] (RESPONSE = 12.000) |-[A302] Token0 -> State100 (RESPONSE_BLOCKLFT) | `-[E123] CONSUMERESPONSE `-[N381] (RESPONSE = 13.000) |-[A303] Token0 -> State101 (RESPONSE_BLOCKRGT) | `-[E124] CONSUMERESPONSE `-[N382] (RESPONSE = 14.000) |-[A304] Token0 -> State102 (RESPONSE_BLOCKBACK) | `-[E125] CONSUMERESPONSE `-[N383] (RESPONSE = 15.000) |-[A305] Token0 -> State103 (RESPONSE_BLOCKBREAKERRESPONSE) | `-[E126] CONSUMERESPONSE `-[N384] (RESPONSE = 16.000) |-[A306] Token0 -> State104 (RESPONSE_BLOCKPUSHEDBACK) | `-[E127] CONSUMERESPONSE `-[N385] (RESPONSE = 20.000) |-[A307] Token0 -> State105 (RESPONSE_PUSHEDBWD) | `-[E128] CONSUMERESPONSE `-[N386] (RESPONSE = 21.000) |-[A308] Token0 -> State106 (RESPONSE_PUSHEDBWDFAR) | `-[E129] CONSUMERESPONSE `-[N387] (RESPONSE = 40.000) |-[A309] Token0 -> State110 (RESPONSE_KNOCKEDGROUND) | `-[E130] CONSUMERESPONSE `-[N388] (RESPONSE = 41.000) |-[A310] Token0 -> State111 (RESPONSE_KNOCKEDKNEE) | `-[E131] CONSUMERESPONSE `-[N389] (RESPONSE = 30.000) |-[A311] Token0 -> State107 (RESPONSE_DEATHBWD) | `-[E132] CONSUMERESPONSE `-[N390] (RESPONSE = 31.000) |-[A312] Token0 -> State108 (RESPONSE_DEATHFWD) | `-[E133] CONSUMERESPONSE `-[N391] (RESPONSE = 32.000) |-[A313] Token0 -> State109 (RESPONSE_DEATHBWDFLIP) | `-[E134] CONSUMERESPONSE `-[N392] (STATETIME >= 0.000) |-[A314] TokenCUR -> State84 (RESPONSE_TRIGGER) | `-[E135] CONSUMERESPONSE `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State91 (RESPONSE_SWITCH_50_200) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1399 nBaseConstants = 0 StateConstants: (empty) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 91 iLoopControlAnimLayer = 0 AnimLayers: [L091] iBaseNode = 393 iBaseAction = 315 iBasePropertyParam = 429 NodeTree: [N393] (RESPONSE = 50.000) |-[A315] Token0 -> State112 (RESPONSE_FINISHEDGROUND) | `-[E136] CONSUMERESPONSE `-[N394] (RESPONSE = 51.000) |-[A316] Token0 -> State113 (RESPONSE_FINISHEDKNEEFWD) | `-[E137] CONSUMERESPONSE `-[N395] (RESPONSE = 52.000) |-[A317] Token0 -> State114 (RESPONSE_FINISHEDKNEEBWD) | `-[E138] CONSUMERESPONSE `-[N396] (RESPONSE = 53.000) |-[A318] Token0 -> State115 (RESPONSE_FINISHEDKNEESLASH) | `-[E139] CONSUMERESPONSE `-[N397] (RESPONSE = 60.000) |-[A319] Token0 -> State71 (RESPONSE_HURTBOW1P) | `-[E140] CONSUMERESPONSE `-[N398] (RESPONSE = 65.000) |-[A320] Token0 -> State72 (RESPONSE_DEATHBOW1P) | `-[E141] CONSUMERESPONSE `-[N399] (RESPONSE = 70.000) |-[A321] Token0 -> State116 (RESPONSE_HURTSPECIAL0) | `-[E142] CONSUMERESPONSE `-[N400] (RESPONSE = 71.000) |-[A322] Token0 -> State117 (RESPONSE_HURTSPECIAL1) | `-[E143] CONSUMERESPONSE `-[N401] (RESPONSE = 72.000) |-[A323] Token0 -> State118 (RESPONSE_HURTSPECIAL2) | `-[E144] CONSUMERESPONSE `-[N402] (RESPONSE = 73.000) |-[A324] Token0 -> State119 (RESPONSE_HURTSPECIAL3) | `-[E145] CONSUMERESPONSE `-[N403] (RESPONSE = 74.000) |-[A325] Token0 -> State120 (RESPONSE_HURTSPECIAL3END) | `-[E146] CONSUMERESPONSE `-[N404] (RESPONSE = 80.000) |-[A326] Token0 -> State121 (RESPONSE_DEATHSPECIAL3END) | `-[E147] CONSUMERESPONSE `-[N405] (RESPONSE = 100.000) |-[A327] Token0 -> State123 (RESPONSE_KNEED) | `-[E148] CONSUMERESPONSE `-[N406] (RESPONSE = 101.000) |-[A328] Token0 -> State124 (RESPONSE_ENTANGLED) | `-[E149] CONSUMERESPONSE `-[N407] (RESPONSE = 200.000) |-[A329] Token3 -> State125 (RESPONSE_PARTIAL_HURTLEFT) | `-[E150] CONSUMERESPONSE `-[N408] (RESPONSE = 201.000) |-[A330] Token3 -> State126 (RESPONSE_PARTIAL_HURTRIGHT) | `-[E151] CONSUMERESPONSE `-[N409] (STATETIME >= 0.000) |-[A331] TokenCUR -> State84 (RESPONSE_TRIGGER) | `-[E152] CONSUMERESPONSE `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State92 (RESPONSE_HURTFRONT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1399 nBaseConstants = 12 StateConstants: [C1404](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1405](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1406](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1407](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1409](ID 81) RIGHTSLOT = -7.000 (fp4) [C1410](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 92 iLoopControlAnimLayer = 0 AnimLayers: [L092] iBaseNode = 410 iBaseAction = 332 iBasePropertyParam = 429 NodeTree: [N410] (SAVEDSTATEGROUP & 2048.000) |-[N411] (ANIMLOOPTIME >= 0.450) | |-[A332] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | `-[N412] (ANIMLOOPCOUNT >= 1.000) | |-[A333] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | `-[N413] (ACTION = 1.000) | |-[N414] (ANIMLOOPTIME >= 999.000) | | |-[A334] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N415] (ANIMLOOPTIME >= 0.450) |-[A335] TokenCUR -> State0 (FIGHT_ENTER) `-[N416] (ANIMLOOPCOUNT >= 1.000) |-[A336] TokenCUR -> State0 (FIGHT_ENTER) `-[N417] (ACTION = 1.000) |-[N418] (ANIMLOOPTIME >= 999.000) | |-[A337] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State93 (RESPONSE_HURTFRONTLFT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1411 nBaseConstants = 12 StateConstants: [C1416](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1417](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1418](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1419](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1421](ID 81) RIGHTSLOT = -7.000 (fp4) [C1422](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 93 iLoopControlAnimLayer = 0 AnimLayers: [L093] iBaseNode = 419 iBaseAction = 338 iBasePropertyParam = 429 NodeTree: [N419] (SAVEDSTATEGROUP & 2048.000) |-[N420] (ANIMLOOPTIME >= 0.550) | |-[A338] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | `-[N421] (ANIMLOOPCOUNT >= 1.000) | |-[A339] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | `-[N422] (ACTION = 1.000) | |-[N423] (ANIMLOOPTIME >= 999.000) | | |-[A340] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N424] (ANIMLOOPTIME >= 0.550) |-[A341] TokenCUR -> State0 (FIGHT_ENTER) `-[N425] (ANIMLOOPCOUNT >= 1.000) |-[A342] TokenCUR -> State0 (FIGHT_ENTER) `-[N426] (ACTION = 1.000) |-[N427] (ANIMLOOPTIME >= 999.000) | |-[A343] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State94 (RESPONSE_HURTFRONTRGT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1423 nBaseConstants = 12 StateConstants: [C1428](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1429](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1430](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1431](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1433](ID 81) RIGHTSLOT = -7.000 (fp4) [C1434](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 94 iLoopControlAnimLayer = 0 AnimLayers: [L094] iBaseNode = 428 iBaseAction = 344 iBasePropertyParam = 429 NodeTree: [N428] (SAVEDSTATEGROUP & 2048.000) |-[N429] (ANIMLOOPTIME >= 0.460) | |-[A344] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | `-[N430] (ANIMLOOPCOUNT >= 1.000) | |-[A345] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | `-[N431] (ACTION = 1.000) | |-[N432] (ANIMLOOPTIME >= 999.000) | | |-[A346] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N433] (ANIMLOOPTIME >= 0.460) |-[A347] TokenCUR -> State0 (FIGHT_ENTER) `-[N434] (ANIMLOOPCOUNT >= 1.000) |-[A348] TokenCUR -> State0 (FIGHT_ENTER) `-[N435] (ACTION = 1.000) |-[N436] (ANIMLOOPTIME >= 999.000) | |-[A349] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State95 (RESPONSE_HURTFRONTABOVE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1435 nBaseConstants = 12 StateConstants: [C1440](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1441](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1442](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1443](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1445](ID 81) RIGHTSLOT = -7.000 (fp4) [C1446](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 95 iLoopControlAnimLayer = 0 AnimLayers: [L095] iBaseNode = 437 iBaseAction = 350 iBasePropertyParam = 429 NodeTree: [N437] (SAVEDSTATEGROUP & 2048.000) |-[N438] (ANIMLOOPTIME >= 0.800) | |-[A350] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | `-[N439] (ANIMLOOPCOUNT >= 1.000) | |-[A351] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | `-[N440] (ACTION = 1.000) | |-[N441] (ANIMLOOPTIME >= 999.000) | | |-[A352] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N442] (ANIMLOOPTIME >= 0.800) |-[A353] TokenCUR -> State0 (FIGHT_ENTER) `-[N443] (ANIMLOOPCOUNT >= 1.000) |-[A354] TokenCUR -> State0 (FIGHT_ENTER) `-[N444] (ACTION = 1.000) |-[N445] (ANIMLOOPTIME >= 999.000) | |-[A355] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State96 (RESPONSE_HURTBACK) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1447 nBaseConstants = 12 StateConstants: [C1452](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1453](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1454](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1455](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1457](ID 81) RIGHTSLOT = -7.000 (fp4) [C1458](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 96 iLoopControlAnimLayer = 0 AnimLayers: [L096] iBaseNode = 446 iBaseAction = 356 iBasePropertyParam = 429 NodeTree: [N446] (SAVEDSTATEGROUP & 2048.000) |-[N447] (ANIMLOOPTIME >= 1.200) | |-[A356] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | `-[N448] (ANIMLOOPCOUNT >= 1.000) | |-[A357] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | `-[N449] (ACTION = 1.000) | |-[N450] (ANIMLOOPTIME >= 999.000) | | |-[A358] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N451] (ANIMLOOPTIME >= 1.200) |-[A359] TokenCUR -> State0 (FIGHT_ENTER) `-[N452] (ANIMLOOPCOUNT >= 1.000) |-[A360] TokenCUR -> State0 (FIGHT_ENTER) `-[N453] (ACTION = 1.000) |-[N454] (ANIMLOOPTIME >= 999.000) | |-[A361] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State97 (RESPONSE_HURTARROW) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1459 nBaseConstants = 12 StateConstants: [C1464](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1465](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1466](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1467](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1469](ID 81) RIGHTSLOT = -7.000 (fp4) [C1470](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 97 iLoopControlAnimLayer = 0 AnimLayers: [L097] iBaseNode = 455 iBaseAction = 362 iBasePropertyParam = 429 NodeTree: [N455] (SAVEDSTATEGROUP & 2048.000) |-[N456] (ANIMLOOPTIME >= 0.450) | |-[A362] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | `-[N457] (ANIMLOOPCOUNT >= 1.000) | |-[A363] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | `-[N458] (ACTION = 1.000) | |-[N459] (ANIMLOOPTIME >= 999.000) | | |-[A364] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N460] (ANIMLOOPTIME >= 0.450) |-[A365] TokenCUR -> State0 (FIGHT_ENTER) `-[N461] (ANIMLOOPCOUNT >= 1.000) |-[A366] TokenCUR -> State0 (FIGHT_ENTER) `-[N462] (ACTION = 1.000) |-[N463] (ANIMLOOPTIME >= 999.000) | |-[A367] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State98 (RESPONSE_BLOCKFRONT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1471 nBaseConstants = 12 StateConstants: [C1476](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1477](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1478](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1479](ID 10) STATEGROUP = 1048624 (0x00100030) (uint32) [C1481](ID 81) RIGHTSLOT = -7.000 (fp4) [C1482](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 98 iLoopControlAnimLayer = 0 AnimLayers: [L098] iBaseNode = 464 iBaseAction = 368 iBasePropertyParam = 429 NodeTree: [N464] (SAVEDSTATEGROUP & 2048.000) |-[N465] (ANIMLOOPTIME >= 0.260) | |-[A368] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | `-[N466] (ANIMLOOPCOUNT >= 1.000) | |-[A369] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | `-[N467] (ACTION = 1.000) | |-[N468] (ANIMLOOPTIME >= 999.000) | | |-[A370] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N469] (ANIMLOOPTIME >= 0.260) |-[A371] TokenCUR -> State0 (FIGHT_ENTER) `-[N470] (ANIMLOOPCOUNT >= 1.000) |-[A372] TokenCUR -> State0 (FIGHT_ENTER) `-[N471] (ACTION = 1.000) |-[N472] (ANIMLOOPTIME >= 999.000) | |-[A373] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State99 (RESPONSE_BLOCKABOVE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1483 nBaseConstants = 12 StateConstants: [C1488](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1489](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1490](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1491](ID 10) STATEGROUP = 1048624 (0x00100030) (uint32) [C1493](ID 81) RIGHTSLOT = -7.000 (fp4) [C1494](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 99 iLoopControlAnimLayer = 0 AnimLayers: [L099] iBaseNode = 473 iBaseAction = 374 iBasePropertyParam = 429 NodeTree: [N473] (SAVEDSTATEGROUP & 2048.000) |-[N474] (ANIMLOOPTIME >= 0.300) | |-[A374] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | `-[N475] (ANIMLOOPCOUNT >= 1.000) | |-[A375] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | `-[N476] (ACTION = 1.000) | |-[N477] (ANIMLOOPTIME >= 999.000) | | |-[A376] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N478] (ANIMLOOPTIME >= 0.300) |-[A377] TokenCUR -> State0 (FIGHT_ENTER) `-[N479] (ANIMLOOPCOUNT >= 1.000) |-[A378] TokenCUR -> State0 (FIGHT_ENTER) `-[N480] (ACTION = 1.000) |-[N481] (ANIMLOOPTIME >= 999.000) | |-[A379] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State100 (RESPONSE_BLOCKLFT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1495 nBaseConstants = 12 StateConstants: [C1500](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1501](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1502](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1503](ID 10) STATEGROUP = 1048624 (0x00100030) (uint32) [C1505](ID 81) RIGHTSLOT = -7.000 (fp4) [C1506](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 100 iLoopControlAnimLayer = 0 AnimLayers: [L100] iBaseNode = 482 iBaseAction = 380 iBasePropertyParam = 429 NodeTree: [N482] (SAVEDSTATEGROUP & 2048.000) |-[N483] (ANIMLOOPTIME >= 1.150) | |-[A380] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | `-[N484] (ANIMLOOPCOUNT >= 1.000) | |-[A381] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | `-[N485] (ACTION = 1.000) | |-[N486] (ANIMLOOPTIME >= 999.000) | | |-[A382] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N487] (ANIMLOOPTIME >= 1.150) |-[A383] TokenCUR -> State0 (FIGHT_ENTER) `-[N488] (ANIMLOOPCOUNT >= 1.000) |-[A384] TokenCUR -> State0 (FIGHT_ENTER) `-[N489] (ACTION = 1.000) |-[N490] (ANIMLOOPTIME >= 999.000) | |-[A385] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State101 (RESPONSE_BLOCKRGT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1507 nBaseConstants = 12 StateConstants: [C1512](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1513](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1514](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1515](ID 10) STATEGROUP = 1048624 (0x00100030) (uint32) [C1517](ID 81) RIGHTSLOT = -7.000 (fp4) [C1518](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 101 iLoopControlAnimLayer = 0 AnimLayers: [L101] iBaseNode = 491 iBaseAction = 386 iBasePropertyParam = 429 NodeTree: [N491] (SAVEDSTATEGROUP & 2048.000) |-[N492] (ANIMLOOPTIME >= 0.700) | |-[A386] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | `-[N493] (ANIMLOOPCOUNT >= 1.000) | |-[A387] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | `-[N494] (ACTION = 1.000) | |-[N495] (ANIMLOOPTIME >= 999.000) | | |-[A388] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N496] (ANIMLOOPTIME >= 0.700) |-[A389] TokenCUR -> State0 (FIGHT_ENTER) `-[N497] (ANIMLOOPCOUNT >= 1.000) |-[A390] TokenCUR -> State0 (FIGHT_ENTER) `-[N498] (ACTION = 1.000) |-[N499] (ANIMLOOPTIME >= 999.000) | |-[A391] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State102 (RESPONSE_BLOCKBACK) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1519 nBaseConstants = 12 StateConstants: [C1524](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1525](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1526](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1527](ID 10) STATEGROUP = 1048624 (0x00100030) (uint32) [C1529](ID 81) RIGHTSLOT = -7.000 (fp4) [C1530](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 102 iLoopControlAnimLayer = 0 AnimLayers: [L102] iBaseNode = 500 iBaseAction = 392 iBasePropertyParam = 429 NodeTree: [N500] (SAVEDSTATEGROUP & 2048.000) |-[N501] (ANIMLOOPTIME >= 0.480) | |-[A392] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | `-[N502] (ANIMLOOPCOUNT >= 1.000) | |-[A393] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | `-[N503] (ACTION = 1.000) | |-[N504] (ANIMLOOPTIME >= 999.000) | | |-[A394] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N505] (ANIMLOOPTIME >= 0.480) |-[A395] TokenCUR -> State0 (FIGHT_ENTER) `-[N506] (ANIMLOOPCOUNT >= 1.000) |-[A396] TokenCUR -> State0 (FIGHT_ENTER) `-[N507] (ACTION = 1.000) |-[N508] (ANIMLOOPTIME >= 999.000) | |-[A397] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State103 (RESPONSE_BLOCKBREAKERRESPONSE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1531 nBaseConstants = 12 StateConstants: [C1536](ID 0) ANIMMOVESCALE = 0.500 (fp4) [C1537](ID 18) RESPONSEIMMUNE_STARTTIME = 0.500 (fp4) [C1538](ID 19) RESPONSEIMMUNE_ENDTIME = 0.900 (fp4) [C1539](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1541](ID 81) RIGHTSLOT = -7.000 (fp4) [C1542](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 103 iLoopControlAnimLayer = 0 AnimLayers: [L103] iBaseNode = 509 iBaseAction = 398 iBasePropertyParam = 429 NodeTree: [N509] (SAVEDSTATEGROUP & 2048.000) |-[N510] (ANIMLOOPTIME >= 999.000) | |-[A398] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | `-[N511] (ANIMLOOPCOUNT >= 1.000) | |-[A399] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | `-[N512] (ACTION = 1.000) | |-[N513] (ANIMLOOPTIME >= 999.000) | | |-[A400] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N514] (ANIMLOOPTIME >= 999.000) |-[A401] TokenCUR -> State0 (FIGHT_ENTER) `-[N515] (ANIMLOOPCOUNT >= 1.000) |-[A402] TokenCUR -> State0 (FIGHT_ENTER) `-[N516] (ACTION = 1.000) |-[N517] (ANIMLOOPTIME >= 999.000) | |-[A403] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State104 (RESPONSE_BLOCKPUSHEDBACK) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1543 nBaseConstants = 12 StateConstants: [C1548](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1549](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1550](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1551](ID 10) STATEGROUP = 1048624 (0x00100030) (uint32) [C1553](ID 81) RIGHTSLOT = -7.000 (fp4) [C1554](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 104 iLoopControlAnimLayer = 0 AnimLayers: [L104] iBaseNode = 518 iBaseAction = 404 iBasePropertyParam = 429 NodeTree: [N518] (SAVEDSTATEGROUP & 2048.000) |-[N519] (ANIMLOOPTIME >= 999.000) | |-[A404] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | `-[N520] (ANIMLOOPCOUNT >= 1.000) | |-[A405] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | `-[N521] (ACTION = 1.000) | |-[N522] (ANIMLOOPTIME >= 999.000) | | |-[A406] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N523] (ANIMLOOPTIME >= 999.000) |-[A407] TokenCUR -> State0 (FIGHT_ENTER) `-[N524] (ANIMLOOPCOUNT >= 1.000) |-[A408] TokenCUR -> State0 (FIGHT_ENTER) `-[N525] (ACTION = 1.000) |-[N526] (ANIMLOOPTIME >= 999.000) | |-[A409] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State105 (RESPONSE_PUSHEDBWD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1555 nBaseConstants = 12 StateConstants: [C1560](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1561](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1562](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1563](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1565](ID 81) RIGHTSLOT = -7.000 (fp4) [C1566](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 105 iLoopControlAnimLayer = 0 AnimLayers: [L105] iBaseNode = 527 iBaseAction = 410 iBasePropertyParam = 429 NodeTree: [N527] (SAVEDSTATEGROUP & 2048.000) |-[N528] (ANIMLOOPTIME >= 0.450) | |-[A410] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | `-[N529] (ANIMLOOPCOUNT >= 1.000) | |-[A411] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | `-[N530] (ACTION = 1.000) | |-[N531] (ANIMLOOPTIME >= 999.000) | | |-[A412] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N532] (ANIMLOOPTIME >= 0.450) |-[A413] TokenCUR -> State0 (FIGHT_ENTER) `-[N533] (ANIMLOOPCOUNT >= 1.000) |-[A414] TokenCUR -> State0 (FIGHT_ENTER) `-[N534] (ACTION = 1.000) |-[N535] (ANIMLOOPTIME >= 999.000) | |-[A415] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State106 (RESPONSE_PUSHEDBWDFAR) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1567 nBaseConstants = 12 StateConstants: [C1572](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1573](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1574](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1575](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1577](ID 81) RIGHTSLOT = -7.000 (fp4) [C1578](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 106 iLoopControlAnimLayer = 0 AnimLayers: [L106] iBaseNode = 536 iBaseAction = 416 iBasePropertyParam = 429 NodeTree: [N536] (SAVEDSTATEGROUP & 2048.000) |-[N537] (ANIMLOOPTIME >= 999.000) | |-[A416] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | `-[N538] (ANIMLOOPCOUNT >= 1.000) | |-[A417] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | `-[N539] (ACTION = 1.000) | |-[N540] (ANIMLOOPTIME >= 999.000) | | |-[A418] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N541] (ANIMLOOPTIME >= 999.000) |-[A419] TokenCUR -> State0 (FIGHT_ENTER) `-[N542] (ANIMLOOPCOUNT >= 1.000) |-[A420] TokenCUR -> State0 (FIGHT_ENTER) `-[N543] (ACTION = 1.000) |-[N544] (ANIMLOOPTIME >= 999.000) | |-[A421] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State107 (RESPONSE_DEATHBWD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1579 nBaseConstants = 12 StateConstants: [C1585](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1586](ID 18) RESPONSEIMMUNE_STARTTIME = 0.400 (fp4) [C1587](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1588](ID 10) STATEGROUP = 1310720 (0x00140000) (uint32) [C1589](ID 81) RIGHTSLOT = -7.000 (fp4) [C1590](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 107 iLoopControlAnimLayer = 0 AnimLayers: [L107] iBaseNode = 545 iBaseAction = 422 iBasePropertyParam = 429 NodeTree: [N545] (ISDEAD = 0.000) |-[N546] (ANIMLOOPTIME >= 1.500) | |-[A422] | | `-[E153] SETDEADPHYS | `-[N547] (ANIMLOOPCOUNT >= 1.000) | |-[A423] | | `-[E153] SETDEADPHYS | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State108 (RESPONSE_DEATHFWD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1591 nBaseConstants = 12 StateConstants: [C1597](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1598](ID 18) RESPONSEIMMUNE_STARTTIME = 0.400 (fp4) [C1599](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1600](ID 10) STATEGROUP = 1310720 (0x00140000) (uint32) [C1601](ID 81) RIGHTSLOT = -7.000 (fp4) [C1602](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 108 iLoopControlAnimLayer = 0 AnimLayers: [L108] iBaseNode = 548 iBaseAction = 424 iBasePropertyParam = 429 NodeTree: [N548] (ISDEAD = 0.000) |-[N549] (ANIMLOOPTIME >= 1.500) | |-[A424] | | `-[E154] SETDEADPHYS | `-[N550] (ANIMLOOPCOUNT >= 1.000) | |-[A425] | | `-[E154] SETDEADPHYS | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State109 (RESPONSE_DEATHBWDFLIP) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1603 nBaseConstants = 12 StateConstants: [C1609](ID 0) ANIMMOVESCALE = 1.650 (fp4) [C1610](ID 18) RESPONSEIMMUNE_STARTTIME = 0.000 (fp4) [C1611](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1612](ID 10) STATEGROUP = 1310720 (0x00140000) (uint32) [C1613](ID 81) RIGHTSLOT = -7.000 (fp4) [C1614](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 109 iLoopControlAnimLayer = 0 AnimLayers: [L109] iBaseNode = 551 iBaseAction = 426 iBasePropertyParam = 429 NodeTree: [N551] (ISDEAD = 0.000) |-[N552] (ANIMLOOPTIME >= 1.500) | |-[A426] | | `-[E155] SETDEADPHYS | `-[N553] (ANIMLOOPCOUNT >= 1.000) | |-[A427] | | `-[E155] SETDEADPHYS | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State110 (RESPONSE_KNOCKEDGROUND) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1615 nBaseConstants = 8 StateConstants: [C1620](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1621](ID 10) STATEGROUP = 1581056 (0x00182000) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 110 iLoopControlAnimLayer = 0 AnimLayers: [L110] iBaseNode = 554 iBaseAction = 428 iBasePropertyParam = 430 NodeTree: [N554] (STATETIME = 2.000) |-[A428] | `-[E156] SENDDAMAGETOSELF(10000.000) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State111 (RESPONSE_KNOCKEDKNEE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1623 nBaseConstants = 8 StateConstants: [C1628](ID 0) ANIMMOVESCALE = 1.500 (fp4) [C1629](ID 10) STATEGROUP = 1576960 (0x00181000) (uint32) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 111 iLoopControlAnimLayer = 0 AnimLayers: [L111] iBaseNode = 555 iBaseAction = 429 iBasePropertyParam = 430 NodeTree: [N555] (ANIMLOOPTIME >= 5.800) |-[A429] TokenCUR -> State85 (KNOCKEDKNEE_GETUP) `-[N556] (ANIMLOOPCOUNT >= 1.000) |-[A430] TokenCUR -> State85 (KNOCKEDKNEE_GETUP) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State112 (RESPONSE_FINISHEDGROUND) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1631 nBaseConstants = 10 StateConstants: [C1637](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1638](ID 10) STATEGROUP = 1318912 (0x00142000) (uint32) [C1639](ID 81) RIGHTSLOT = -7.000 (fp4) [C1640](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 112 iLoopControlAnimLayer = 0 AnimLayers: [L112] iBaseNode = 557 iBaseAction = 431 iBasePropertyParam = 430 NodeTree: [N557] (ISDEAD = 0.000) |-[N558] (ANIMLOOPTIME >= 4.500) | |-[A431] | | `-[E157] SETDEADPHYS | `-[N559] (ANIMLOOPCOUNT >= 1.000) | |-[A432] | | `-[E157] SETDEADPHYS | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State113 (RESPONSE_FINISHEDKNEEFWD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1641 nBaseConstants = 10 StateConstants: [C1647](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1648](ID 10) STATEGROUP = 1314816 (0x00141000) (uint32) [C1649](ID 81) RIGHTSLOT = -7.000 (fp4) [C1650](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 113 iLoopControlAnimLayer = 0 AnimLayers: [L113] iBaseNode = 560 iBaseAction = 433 iBasePropertyParam = 430 NodeTree: [N560] (ISDEAD = 0.000) |-[N561] (ANIMLOOPTIME >= 0.900) | |-[A433] | | `-[E158] SETDEADPHYS | `-[N562] (ANIMLOOPCOUNT >= 1.000) | |-[A434] | | `-[E158] SETDEADPHYS | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State114 (RESPONSE_FINISHEDKNEEBWD) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1651 nBaseConstants = 10 StateConstants: [C1657](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1658](ID 10) STATEGROUP = 1314816 (0x00141000) (uint32) [C1659](ID 81) RIGHTSLOT = -7.000 (fp4) [C1660](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 114 iLoopControlAnimLayer = 0 AnimLayers: [L114] iBaseNode = 563 iBaseAction = 435 iBasePropertyParam = 430 NodeTree: [N563] (ISDEAD = 0.000) |-[N564] (ANIMLOOPTIME >= 2.400) | |-[A435] | | `-[E159] SETDEADPHYS | `-[N565] (ANIMLOOPCOUNT >= 1.000) | |-[A436] | | `-[E159] SETDEADPHYS | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State115 (RESPONSE_FINISHEDKNEESLASH) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1661 nBaseConstants = 10 StateConstants: [C1667](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1668](ID 10) STATEGROUP = 1314816 (0x00141000) (uint32) [C1669](ID 81) RIGHTSLOT = -7.000 (fp4) [C1670](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 115 iLoopControlAnimLayer = 0 AnimLayers: [L115] iBaseNode = 566 iBaseAction = 437 iBasePropertyParam = 430 NodeTree: [N566] (ISDEAD = 0.000) |-[N567] (ANIMLOOPTIME >= 1.000) | |-[A437] | | `-[E160] SETDEADPHYS | `-[N568] (ANIMLOOPCOUNT >= 1.000) | |-[A438] | | `-[E160] SETDEADPHYS | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State116 (RESPONSE_HURTSPECIAL0) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1671 nBaseConstants = 12 StateConstants: [C1676](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1677](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1678](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1679](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1681](ID 81) RIGHTSLOT = -7.000 (fp4) [C1682](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 116 iLoopControlAnimLayer = 0 AnimLayers: [L116] iBaseNode = 569 iBaseAction = 439 iBasePropertyParam = 430 NodeTree: [N569] (SAVEDSTATEGROUP & 2048.000) |-[N570] (ANIMLOOPTIME >= 1.050) | |-[A439] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | `-[N571] (ANIMLOOPCOUNT >= 1.000) | |-[A440] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | `-[N572] (ACTION = 1.000) | |-[N573] (ANIMLOOPTIME >= 999.000) | | |-[A441] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N574] (ANIMLOOPTIME >= 1.050) |-[A442] TokenCUR -> State0 (FIGHT_ENTER) `-[N575] (ANIMLOOPCOUNT >= 1.000) |-[A443] TokenCUR -> State0 (FIGHT_ENTER) `-[N576] (ACTION = 1.000) |-[N577] (ANIMLOOPTIME >= 999.000) | |-[A444] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State117 (RESPONSE_HURTSPECIAL1) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1683 nBaseConstants = 15 StateConstants: [C1688](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1689](ID 18) RESPONSEIMMUNE_STARTTIME = 0.200 (fp4) [C1690](ID 19) RESPONSEIMMUNE_ENDTIME = 0.650 (fp4) [C1691](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.300 (fp4) [C1692](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.550 (fp4) [C1693](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C1694](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1696](ID 81) RIGHTSLOT = -7.000 (fp4) [C1697](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 117 iLoopControlAnimLayer = 0 AnimLayers: [L117] iBaseNode = 578 iBaseAction = 445 iBasePropertyParam = 430 NodeTree: [N578] (SAVEDSTATEGROUP & 2048.000) |-[N579] (ANIMLOOPTIME >= 1.200) | |-[A445] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | `-[N580] (ANIMLOOPCOUNT >= 1.000) | |-[A446] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | `-[N581] (ACTION = 1.000) | |-[N582] (ANIMLOOPTIME >= 999.000) | | |-[A447] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N583] (ANIMLOOPTIME >= 1.200) |-[A448] TokenCUR -> State0 (FIGHT_ENTER) `-[N584] (ANIMLOOPCOUNT >= 1.000) |-[A449] TokenCUR -> State0 (FIGHT_ENTER) `-[N585] (ACTION = 1.000) |-[N586] (ANIMLOOPTIME >= 999.000) | |-[A450] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State118 (RESPONSE_HURTSPECIAL2) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1698 nBaseConstants = 15 StateConstants: [C1703](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1704](ID 18) RESPONSEIMMUNE_STARTTIME = 0.150 (fp4) [C1705](ID 19) RESPONSEIMMUNE_ENDTIME = 1.250 (fp4) [C1706](ID 20) TURNTOTARGETCORRECTION_STARTTIME0 = 0.400 (fp4) [C1707](ID 21) TURNTOTARGETCORRECTION_ENDTIME0 = 0.850 (fp4) [C1708](ID 22) TURNTOTARGETCORRECTION_OFFSET0 = 0 (0x00000000) (uint32) [C1709](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1711](ID 81) RIGHTSLOT = -7.000 (fp4) [C1712](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 118 iLoopControlAnimLayer = 0 AnimLayers: [L118] iBaseNode = 587 iBaseAction = 451 iBasePropertyParam = 430 NodeTree: [N587] (SAVEDSTATEGROUP & 2048.000) |-[N588] (ANIMLOOPTIME >= 1.600) | |-[A451] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | `-[N589] (ANIMLOOPCOUNT >= 1.000) | |-[A452] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | `-[N590] (ACTION = 1.000) | |-[N591] (ANIMLOOPTIME >= 999.000) | | |-[A453] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N592] (ANIMLOOPTIME >= 1.600) |-[A454] TokenCUR -> State0 (FIGHT_ENTER) `-[N593] (ANIMLOOPCOUNT >= 1.000) |-[A455] TokenCUR -> State0 (FIGHT_ENTER) `-[N594] (ACTION = 1.000) |-[N595] (ANIMLOOPTIME >= 999.000) | |-[A456] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State119 (RESPONSE_HURTSPECIAL3) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1713 nBaseConstants = 12 StateConstants: [C1718](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1719](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1720](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1721](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1723](ID 81) RIGHTSLOT = -7.000 (fp4) [C1724](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 119 iLoopControlAnimLayer = 0 AnimLayers: [L119] iBaseNode = 596 iBaseAction = 457 iBasePropertyParam = 430 NodeTree: [N596] (SAVEDSTATEGROUP & 2048.000) |-[N597] (ANIMLOOPTIME >= 1.000) | |-[A457] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | `-[N598] (ANIMLOOPCOUNT >= 1.000) | |-[A458] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | `-[N599] (ACTION = 1.000) | |-[N600] (ANIMLOOPTIME >= 999.000) | | |-[A459] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N601] (ANIMLOOPTIME >= 1.000) |-[A460] TokenCUR -> State0 (FIGHT_ENTER) `-[N602] (ANIMLOOPCOUNT >= 1.000) |-[A461] TokenCUR -> State0 (FIGHT_ENTER) `-[N603] (ACTION = 1.000) |-[N604] (ANIMLOOPTIME >= 999.000) | |-[A462] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State120 (RESPONSE_HURTSPECIAL3END) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1725 nBaseConstants = 12 StateConstants: [C1730](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1731](ID 18) RESPONSEIMMUNE_STARTTIME = 1.700 (fp4) [C1732](ID 19) RESPONSEIMMUNE_ENDTIME = 2.900 (fp4) [C1733](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1735](ID 81) RIGHTSLOT = -7.000 (fp4) [C1736](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 120 iLoopControlAnimLayer = 0 AnimLayers: [L120] iBaseNode = 605 iBaseAction = 463 iBasePropertyParam = 430 NodeTree: [N605] (SAVEDSTATEGROUP & 2048.000) |-[N606] (ANIMLOOPTIME >= 3.200) | |-[A463] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | `-[N607] (ANIMLOOPCOUNT >= 1.000) | |-[A464] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | `-[N608] (ACTION = 1.000) | |-[N609] (ANIMLOOPTIME >= 999.000) | | |-[A465] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N610] (ANIMLOOPTIME >= 3.200) |-[A466] TokenCUR -> State0 (FIGHT_ENTER) `-[N611] (ANIMLOOPCOUNT >= 1.000) |-[A467] TokenCUR -> State0 (FIGHT_ENTER) `-[N612] (ACTION = 1.000) |-[N613] (ANIMLOOPTIME >= 999.000) | |-[A468] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State121 (RESPONSE_DEATHSPECIAL3END) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1737 nBaseConstants = 12 StateConstants: [C1743](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1744](ID 18) RESPONSEIMMUNE_STARTTIME = 1.700 (fp4) [C1745](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1746](ID 10) STATEGROUP = 1310720 (0x00140000) (uint32) [C1747](ID 81) RIGHTSLOT = -7.000 (fp4) [C1748](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 121 iLoopControlAnimLayer = 0 AnimLayers: [L121] iBaseNode = 614 iBaseAction = 469 iBasePropertyParam = 430 NodeTree: [N614] (ANIMLOOPTIME >= 2.100) |-[A469] TokenCUR -> State122 (RESPONSE_DEATHSPECIAL3END_FREEZE) `-[N615] (ISDEAD = 0.000) |-[N616] (ANIMLOOPTIME >= 2.000) | |-[A470] | | `-[E161] SETDEADPHYS | `-[N617] (ANIMLOOPCOUNT >= 1.000) | |-[A471] | | `-[E161] SETDEADPHYS | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State122 (RESPONSE_DEATHSPECIAL3END_FREEZE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1749 nBaseConstants = 0 StateConstants: (empty) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 122 iLoopControlAnimLayer = 0 AnimLayers: [L122] iBaseNode = -1 iBaseAction = 472 iBasePropertyParam = -1 NodeTree: (empty) } - - - - - - - - - - - - - - - - - - - - State123 (RESPONSE_KNEED) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1749 nBaseConstants = 12 StateConstants: [C1754](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1755](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1756](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1757](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1759](ID 81) RIGHTSLOT = -7.000 (fp4) [C1760](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 123 iLoopControlAnimLayer = 0 AnimLayers: [L123] iBaseNode = 618 iBaseAction = 472 iBasePropertyParam = 430 NodeTree: [N618] (SAVEDSTATEGROUP & 2048.000) |-[N619] (ANIMLOOPTIME >= 1.450) | |-[A472] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | `-[N620] (ANIMLOOPCOUNT >= 1.000) | |-[A473] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | `-[N621] (ACTION = 1.000) | |-[N622] (ANIMLOOPTIME >= 999.000) | | |-[A474] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N623] (ANIMLOOPTIME >= 1.450) |-[A475] TokenCUR -> State0 (FIGHT_ENTER) `-[N624] (ANIMLOOPCOUNT >= 1.000) |-[A476] TokenCUR -> State0 (FIGHT_ENTER) `-[N625] (ACTION = 1.000) |-[N626] (ANIMLOOPTIME >= 999.000) | |-[A477] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State124 (RESPONSE_ENTANGLED) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1761 nBaseConstants = 12 StateConstants: [C1766](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1767](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1768](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1769](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1771](ID 81) RIGHTSLOT = -7.000 (fp4) [C1772](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 124 iLoopControlAnimLayer = 0 AnimLayers: [L124] iBaseNode = 627 iBaseAction = 478 iBasePropertyParam = 430 NodeTree: [N627] (SAVEDSTATEGROUP & 2048.000) |-[N628] (ANIMLOOPTIME >= 999.000) | |-[A478] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | `-[N629] (ANIMLOOPCOUNT >= 1.000) | |-[A479] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | `-[N630] (ACTION = 1.000) | |-[N631] (ANIMLOOPTIME >= 999.000) | | |-[A480] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N632] (ANIMLOOPTIME >= 999.000) |-[A481] TokenCUR -> State0 (FIGHT_ENTER) `-[N633] (ANIMLOOPCOUNT >= 1.000) |-[A482] TokenCUR -> State0 (FIGHT_ENTER) `-[N634] (ACTION = 1.000) |-[N635] (ANIMLOOPTIME >= 999.000) | |-[A483] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State125 (RESPONSE_PARTIAL_HURTLEFT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1773 nBaseConstants = 12 StateConstants: [C1778](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1779](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1780](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1781](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1783](ID 81) RIGHTSLOT = -7.000 (fp4) [C1784](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 125 iLoopControlAnimLayer = 0 AnimLayers: [L125] iBaseNode = 636 iBaseAction = 484 iBasePropertyParam = 430 NodeTree: [N636] (ANIMLOOPTIME >= 0.550) |-[A484] Token3 -> TERMINATE `-[N637] (ANIMLOOPCOUNT >= 1.000) |-[A485] Token3 -> TERMINATE `-[N638] (SAVEDSTATEGROUP & 2048.000) |-[N639] (ACTION = 1.000) | |-[N640] (ANIMLOOPTIME >= 999.000) | | |-[A488] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N641] (ACTION = 1.000) |-[N642] (ANIMLOOPTIME >= 999.000) | |-[A491] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State126 (RESPONSE_PARTIAL_HURTRIGHT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1785 nBaseConstants = 12 StateConstants: [C1790](ID 0) ANIMMOVESCALE = 1.000 (fp4) [C1791](ID 18) RESPONSEIMMUNE_STARTTIME = 999 (0x000003E7) (uint32) [C1792](ID 19) RESPONSEIMMUNE_ENDTIME = 999 (0x000003E7) (uint32) [C1793](ID 10) STATEGROUP = 1179664 (0x00120010) (uint32) [C1795](ID 81) RIGHTSLOT = -7.000 (fp4) [C1796](ID 80) LEFTSLOT = -7.000 (fp4) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 126 iLoopControlAnimLayer = 0 AnimLayers: [L126] iBaseNode = 643 iBaseAction = 492 iBasePropertyParam = 430 NodeTree: [N643] (ANIMLOOPTIME >= 0.550) |-[A492] Token3 -> TERMINATE `-[N644] (ANIMLOOPCOUNT >= 1.000) |-[A493] Token3 -> TERMINATE `-[N645] (SAVEDSTATEGROUP & 2048.000) |-[N646] (ACTION = 1.000) | |-[N647] (ANIMLOOPTIME >= 999.000) | | |-[A496] TokenCUR -> State77 (BOW3P_CHARGE_ARROW) | | `-[FAIL] | `-[FAIL] `-[N648] (ACTION = 1.000) |-[N649] (ANIMLOOPTIME >= 999.000) | |-[A499] TokenCUR -> State0 (FIGHT_ENTER) | `-[FAIL] `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State127 (EVENTS) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1797 nBaseConstants = 0 StateConstants: (empty) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 127 iLoopControlAnimLayer = 0 AnimLayers: [L127] iBaseNode = 650 iBaseAction = 500 iBasePropertyParam = 430 NodeTree: [N650] (STATETIME = -1.000) |-[A500] TokenCUR -> State128 (EVENT_DIVINEPOWERUPGRADE_ENTER) `-[N651] (STATETIME = -2.000) |-[A501] TokenCUR -> State130 (EVENT_DIVINEPOWERUPGRADE_SHAKE) `-[N652] (STATETIME = -3.000) |-[A502] TokenCUR -> State131 (EVENT_DIVINEPOWERUPGRADE_LEAVE) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State128 (EVENT_DIVINEPOWERUPGRADE_ENTER) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1797 nBaseConstants = 0 StateConstants: (empty) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 128 iLoopControlAnimLayer = 0 AnimLayers: [L128] iBaseNode = 653 iBaseAction = 503 iBasePropertyParam = 430 NodeTree: [N653] (ANIMLOOPTIME >= 0.200) |-[A503] TokenCUR -> State129 (EVENT_DIVINEPOWERUPGRADE_ENTER_IDLE) `-[N654] (ANIMLOOPCOUNT >= 1.000) |-[A504] TokenCUR -> State129 (EVENT_DIVINEPOWERUPGRADE_ENTER_IDLE) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State129 (EVENT_DIVINEPOWERUPGRADE_ENTER_IDLE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1797 nBaseConstants = 0 StateConstants: (empty) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 129 iLoopControlAnimLayer = 0 AnimLayers: [L129] iBaseNode = -1 iBaseAction = 505 iBasePropertyParam = -1 NodeTree: (empty) } - - - - - - - - - - - - - - - - - - - - State130 (EVENT_DIVINEPOWERUPGRADE_SHAKE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1797 nBaseConstants = 0 StateConstants: (empty) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 130 iLoopControlAnimLayer = 0 AnimLayers: [L130] iBaseNode = 655 iBaseAction = 505 iBasePropertyParam = 430 NodeTree: [N655] (ANIMLOOPTIME >= 2.800) |-[A505] TokenCUR -> State130 (EVENT_DIVINEPOWERUPGRADE_SHAKE) `-[N656] (ANIMLOOPCOUNT >= 1.000) |-[A506] TokenCUR -> State130 (EVENT_DIVINEPOWERUPGRADE_SHAKE) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State131 (EVENT_DIVINEPOWERUPGRADE_LEAVE) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1797 nBaseConstants = 0 StateConstants: (empty) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 131 iLoopControlAnimLayer = 0 AnimLayers: [L131] iBaseNode = 657 iBaseAction = 507 iBasePropertyParam = 430 NodeTree: [N657] (ANIMLOOPTIME >= 3.200) |-[A507] TokenCUR -> State1 (ACTIONSWITCH) `-[N658] (ANIMLOOPCOUNT >= 1.000) |-[A508] TokenCUR -> State1 (ACTIONSWITCH) `-[FAIL] } - - - - - - - - - - - - - - - - - - - - State132 (INIT) { Flags[0] = 0x00000000 <........ ........ ........ ........> Flags[1] = 0x00000000 <........ ........ ........ ........> iBaseConstant = 1797 nBaseConstants = 0 StateConstants: (empty) Priority = 0 nAnimLayers = 1 iBaseAnimLayer = 132 iLoopControlAnimLayer = 0 AnimLayers: [L132] iBaseNode = 659 iBaseAction = 509 iBasePropertyParam = 430 NodeTree: [N659] (STATETIME = 0.000) |-[A509] Token1 -> State88 (RESPONSE_INIT) `-[N660] (STATETIME > 0.000) |-[A510] Token0 -> State1 (ACTIONSWITCH) `-[N661] (STATETIME = -1.000) |-[A511] TokenCUR -> State127 (EVENTS) `-[FAIL] } } Actions: { Action[A000] = State132 (INIT), ABDuration 0.000> Action[A001] = State1 (ACTIONSWITCH), ABDuration 0.000> Action[A002] = State5 (PICKUP_SWITCH), ABDuration 0.000> Action[A003] = State58 (DIVINE_ENTER), ABDuration 0.100> Action[A004] = State4 (FIGHT_CHANGEWEAPON), ABDuration 0.100> Action[A005] = State15 (FIGHT_BLOCK_SWITCH), ABDuration 0.000> Action[A006] = State4 (FIGHT_CHANGEWEAPON), ABDuration 0.000> Action[A007] = State4 (FIGHT_CHANGEWEAPON), ABDuration 0.100> Action[A008] = State17 (FIGHT_ATTACK_INIT), ABDuration 0.000> Action[A009] = State2 (FIGHT_SWITCH), ABDuration -1.000> Action[A010] = State1 (ACTIONSWITCH), ABDuration -1.000> Action[A011] = State8 (FIGHT_MOVEMENTSWITCH), ABDuration -2.000> Action[A012] = State3 (FIGHT_IDLE), ABDuration -1.000> Action[A013] = State2 (FIGHT_SWITCH), ABDuration -2.000> Action[A014] = State8 (FIGHT_MOVEMENTSWITCH), ABDuration -2.000> Action[A015] = State66 (BOW_ENTER), ABDuration 0.000> Action[A016] = Action[A017] = State1 (ACTIONSWITCH), ABDuration 0.050> Action[A018] = State1 (ACTIONSWITCH), ABDuration 0.050> Action[A019] = State6 (PICKUPGROUND), ABDuration 0.100> Action[A020] = State7 (PICKUPFWD), ABDuration 0.100> Action[A021] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.150> Action[A022] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A023] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.250> Action[A024] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A025] = State2 (FIGHT_SWITCH), ABDuration -1.000> Action[A026] = State2 (FIGHT_SWITCH), ABDuration -1.000> Action[A027] = State9 (FIGHT_JOGFWD), ABDuration 0.200> Action[A028] = State10 (FIGHT_WALKFWD), ABDuration 0.200> Action[A029] = State11 (FIGHT_MOVEFWD), ABDuration 0.200> Action[A030] = State12 (FIGHT_MOVEBWD), ABDuration 0.200> Action[A031] = State13 (FIGHT_MOVELFT), ABDuration 0.200> Action[A032] = State14 (FIGHT_MOVERGT), ABDuration 0.200> Action[A033] = State8 (FIGHT_MOVEMENTSWITCH), ABDuration 0.200> Action[A034] = State8 (FIGHT_MOVEMENTSWITCH), ABDuration 0.200> Action[A035] = State8 (FIGHT_MOVEMENTSWITCH), ABDuration 0.200> Action[A036] = State8 (FIGHT_MOVEMENTSWITCH), ABDuration 0.200> Action[A037] = State8 (FIGHT_MOVEMENTSWITCH), ABDuration 0.200> Action[A038] = State8 (FIGHT_MOVEMENTSWITCH), ABDuration 0.200> Action[A039] = State8 (FIGHT_MOVEMENTSWITCH), ABDuration 0.200> Action[A040] = State8 (FIGHT_MOVEMENTSWITCH), ABDuration 0.200> Action[A041] = State8 (FIGHT_MOVEMENTSWITCH), ABDuration 0.200> Action[A042] = State8 (FIGHT_MOVEMENTSWITCH), ABDuration 0.200> Action[A043] = State8 (FIGHT_MOVEMENTSWITCH), ABDuration 0.200> Action[A044] = State8 (FIGHT_MOVEMENTSWITCH), ABDuration 0.200> Action[A045] = State8 (FIGHT_MOVEMENTSWITCH), ABDuration 0.200> Action[A046] = State8 (FIGHT_MOVEMENTSWITCH), ABDuration 0.200> Action[A047] = State8 (FIGHT_MOVEMENTSWITCH), ABDuration 0.200> Action[A048] = State8 (FIGHT_MOVEMENTSWITCH), ABDuration 0.200> Action[A049] = State8 (FIGHT_MOVEMENTSWITCH), ABDuration 0.200> Action[A050] = State8 (FIGHT_MOVEMENTSWITCH), ABDuration 0.200> Action[A051] = State1 (ACTIONSWITCH), ABDuration 0.000> Action[A052] = State16 (FIGHT_BLOCK_IDLE), ABDuration 0.050> Action[A053] = State15 (FIGHT_BLOCK_SWITCH), ABDuration 0.050> Action[A054] = State19 (FIGHT_ATTACK_SWITCH), ABDuration 0.000> Action[A055] = State1 (ACTIONSWITCH), ABDuration -1.000> Action[A056] = State53 (FIGHT_ATTACK_SPECIALSWITCH), ABDuration 0.000> Action[A057] = State20 (FIGHT_ATTACK_CONTEXTSWITCH), ABDuration 0.000> Action[A058] = State37 (FIGHT_ATTACK_FWDMEDSWITCH), ABDuration 0.000> Action[A059] = State37 (FIGHT_ATTACK_FWDMEDSWITCH), ABDuration 0.000> Action[A060] = State21 (FIGHT_ATTACK_FWDFAR), ABDuration 0.000> Action[A061] = State21 (FIGHT_ATTACK_FWDFAR), ABDuration 0.000> Action[A062] = State24 (FIGHT_ATTACK_BWDMED), ABDuration 0.000> Action[A063] = State24 (FIGHT_ATTACK_BWDMED), ABDuration 0.000> Action[A064] = State25 (FIGHT_ATTACK_BWDFAR), ABDuration 0.000> Action[A065] = State25 (FIGHT_ATTACK_BWDFAR), ABDuration 0.000> Action[A066] = State26 (FIGHT_ATTACK_LFTMED), ABDuration 0.000> Action[A067] = State26 (FIGHT_ATTACK_LFTMED), ABDuration 0.000> Action[A068] = State27 (FIGHT_ATTACK_LFTFAR), ABDuration 0.000> Action[A069] = State27 (FIGHT_ATTACK_LFTFAR), ABDuration 0.000> Action[A070] = State22 (FIGHT_ATTACK_RGTMED), ABDuration 0.000> Action[A071] = State22 (FIGHT_ATTACK_RGTMED), ABDuration 0.000> Action[A072] = State23 (FIGHT_ATTACK_RGTFAR), ABDuration 0.000> Action[A073] = State23 (FIGHT_ATTACK_RGTFAR), ABDuration 0.000> Action[A074] = State28 (FIGHT_ATTACK_FINISHSWITCH), ABDuration 0.000> Action[A075] = State28 (FIGHT_ATTACK_FINISHSWITCH), ABDuration 0.000> Action[A076] = State37 (FIGHT_ATTACK_FWDMEDSWITCH), ABDuration 0.000> Action[A077] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.050> Action[A078] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A079] = State45 (FIGHT_ATTACK_COMBOSWITCH), ABDuration 0.000> Action[A080] = State45 (FIGHT_ATTACK_COMBOSWITCH), ABDuration 0.000> Action[A081] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.050> Action[A082] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A083] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A084] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A085] = State45 (FIGHT_ATTACK_COMBOSWITCH), ABDuration 0.000> Action[A086] = State45 (FIGHT_ATTACK_COMBOSWITCH), ABDuration 0.000> Action[A087] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.200> Action[A088] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A089] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A090] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A091] = State45 (FIGHT_ATTACK_COMBOSWITCH), ABDuration 0.000> Action[A092] = State45 (FIGHT_ATTACK_COMBOSWITCH), ABDuration 0.000> Action[A093] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.050> Action[A094] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A095] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A096] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A097] = State29 (FIGHT_ATTACK_FINISHONGROUNDMED), ABDuration 0.000> Action[A098] = State30 (FIGHT_ATTACK_FINISHONGROUNDFAR), ABDuration 0.000> Action[A099] = State31 (FIGHT_ATTACK_FINISHONKNEEMED_SWORD), ABDuration 0.000> Action[A100] = State32 (FIGHT_ATTACK_FINISHONKNEEFAR_SWORD), ABDuration 0.000> Action[A101] = State33 (FIGHT_ATTACK_FINISHONKNEEMED_AXE), ABDuration 0.000> Action[A102] = State34 (FIGHT_ATTACK_FINISHONKNEEFAR_AXE), ABDuration 0.000> Action[A103] = State35 (FIGHT_ATTACK_FINISHONKNEEMED_MACE), ABDuration 0.000> Action[A104] = State36 (FIGHT_ATTACK_FINISHONKNEEFAR_MACE), ABDuration 0.000> Action[A105] = Action[A106] = Action[A107] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.300> Action[A108] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.050> Action[A109] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A110] = Action[A111] = Action[A112] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.300> Action[A113] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.050> Action[A114] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A115] = Action[A116] = Action[A117] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.300> Action[A118] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.050> Action[A119] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A120] = Action[A121] = Action[A122] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.300> Action[A123] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.050> Action[A124] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A125] = Action[A126] = Action[A127] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.300> Action[A128] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.050> Action[A129] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A130] = Action[A131] = Action[A132] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.300> Action[A133] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.050> Action[A134] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A135] = Action[A136] = Action[A137] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.300> Action[A138] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.050> Action[A139] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A140] = Action[A141] = Action[A142] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.300> Action[A143] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.050> Action[A144] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A145] = State44 (FIGHT_ATTACK_2SWEEPCOMBO), ABDuration 0.050> Action[A146] = State42 (FIGHT_ATTACK_HEAVY), ABDuration 0.050> Action[A147] = State40 (FIGHT_ATTACK_NORMALVAR), ABDuration 0.050> Action[A148] = State38 (FIGHT_ATTACK_LEFT), ABDuration 0.050> Action[A149] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A150] = State39 (FIGHT_ATTACK_RIGHT_VARIATION1), ABDuration 0.050> Action[A151] = State41 (FIGHT_ATTACK_RIGHTHEAVYCOMBO), ABDuration 0.050> Action[A152] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.100> Action[A153] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A154] = State45 (FIGHT_ATTACK_COMBOSWITCH), ABDuration 0.000> Action[A155] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.200> Action[A156] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A157] = State45 (FIGHT_ATTACK_COMBOSWITCH), ABDuration 0.000> Action[A158] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.200> Action[A159] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A160] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.050> Action[A161] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A162] = State43 (FIGHT_ATTACK_SUPERHEAVY), ABDuration 0.050> Action[A163] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.050> Action[A164] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A165] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.050> Action[A166] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A167] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.050> Action[A168] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A169] = State49 (FIGHT_ATTACK_COMBO_FASTCOMBO), ABDuration 0.050> Action[A170] = State48 (FIGHT_ATTACK_COMBO_HELICOPTER), ABDuration 0.050> Action[A171] = State51 (FIGHT_ATTACK_COMBO_CROSSGOLF), ABDuration 0.050> Action[A172] = State46 (FIGHT_ATTACK_COMBO_FAST), ABDuration 0.050> Action[A173] = State47 (FIGHT_ATTACK_COMBO_BACKHAND), ABDuration 0.050> Action[A174] = State50 (FIGHT_ATTACK_COMBO_GOLF), ABDuration 0.050> Action[A175] = State52 (FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD), ABDuration 0.050> Action[A176] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A177] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.050> Action[A178] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A179] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.050> Action[A180] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A181] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.200> Action[A182] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A183] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.100> Action[A184] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A185] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.100> Action[A186] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A187] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.100> Action[A188] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A189] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.050> Action[A190] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A191] = State54 (FIGHT_ATTACK_SPECIAL_HEADCAP), ABDuration 0.000> Action[A192] = State55 (FIGHT_ATTACK_SPECIAL_360SWIRLLFT), ABDuration 0.050> Action[A193] = State56 (FIGHT_ATTACK_SPECIAL_360SWIRLRGT), ABDuration 0.050> Action[A194] = State57 (FIGHT_ATTACK_SPECIAL_WINDMILL), ABDuration 0.050> Action[A195] = Action[A196] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.200> Action[A197] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A198] = Action[A199] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.050> Action[A200] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A201] = Action[A202] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.100> Action[A203] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A204] = Action[A205] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.200> Action[A206] = State18 (FIGHT_ATTACK_EXIT), ABDuration 0.000> Action[A207] = Action[A208] = State59 (DIVINE_IDLE), ABDuration 0.200> Action[A209] = State59 (DIVINE_IDLE), ABDuration 0.200> Action[A210] = State60 (DIVINE_ABORT), ABDuration 0.050> Action[A211] = State62 (DIVINE_HEALING), ABDuration 0.300> Action[A212] = State63 (DIVINE_AURA), ABDuration 0.300> Action[A213] = State64 (DIVINE_SHOCKWAVE), ABDuration 0.300> Action[A214] = State65 (DIVINE_BOLTS), ABDuration 0.300> Action[A215] = State60 (DIVINE_ABORT), ABDuration 0.050> Action[A216] = State62 (DIVINE_HEALING), ABDuration 0.300> Action[A217] = State63 (DIVINE_AURA), ABDuration 0.300> Action[A218] = State64 (DIVINE_SHOCKWAVE), ABDuration 0.300> Action[A219] = State65 (DIVINE_BOLTS), ABDuration 0.300> Action[A220] = Action[A221] = State61 (DIVINE_LEAVE), ABDuration 0.050> Action[A222] = State61 (DIVINE_LEAVE), ABDuration 0.050> Action[A223] = State1 (ACTIONSWITCH), ABDuration 0.000> Action[A224] = Action[A225] = Action[A226] = Action[A227] = Action[A228] = State61 (DIVINE_LEAVE), ABDuration 0.050> Action[A229] = Action[A230] = Action[A231] = Action[A232] = Action[A233] = State61 (DIVINE_LEAVE), ABDuration 0.100> Action[A234] = Action[A235] = Action[A236] = Action[A237] = Action[A238] = State61 (DIVINE_LEAVE), ABDuration 0.050> Action[A239] = Action[A240] = Action[A241] = Action[A242] = Action[A243] = State61 (DIVINE_LEAVE), ABDuration 0.100> Action[A244] = State73 (BOW3P_ENTER), ABDuration 0.200> Action[A245] = State68 (BOW1P_CHARGEDIDLE), ABDuration 0.000> Action[A246] = State1 (ACTIONSWITCH), ABDuration 0.000> Action[A247] = State1 (ACTIONSWITCH), ABDuration 0.000> Action[A248] = State69 (BOW1P_SHOOTNRELOAD), ABDuration 0.000> Action[A249] = State70 (BOW1P_SHOOTNRELAX), ABDuration 0.000> Action[A250] = State67 (BOW1P_LEAVE), ABDuration 0.000> Action[A251] = Action[A252] = State68 (BOW1P_CHARGEDIDLE), ABDuration 0.000> Action[A253] = State67 (BOW1P_LEAVE), ABDuration 0.000> Action[A254] = Action[A255] = State67 (BOW1P_LEAVE), ABDuration 0.000> Action[A256] = State67 (BOW1P_LEAVE), ABDuration 0.000> Action[A257] = State68 (BOW1P_CHARGEDIDLE), ABDuration 0.000> Action[A258] = Action[A259] = Action[A260] = Action[A261] = State74 (BOW3P_WIELDBOW), ABDuration 0.000> Action[A262] = State74 (BOW3P_WIELDBOW), ABDuration 0.000> Action[A263] = State75 (BOW3P_UNWIELDWEAPON), ABDuration 0.000> Action[A264] = State75 (BOW3P_UNWIELDWEAPON), ABDuration 0.000> Action[A265] = State76 (BOW3P_WIELDAMMO), ABDuration 0.000> Action[A266] = State76 (BOW3P_WIELDAMMO), ABDuration 0.000> Action[A267] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.200> Action[A268] = State83 (BOW3P_CHARGEDIDLE), ABDuration 0.200> Action[A269] = State78 (BOW3P_LEAVE), ABDuration 0.300> Action[A270] = State79 (BOW3P_WIELDWEAPON), ABDuration 0.050> Action[A271] = State79 (BOW3P_WIELDWEAPON), ABDuration 0.050> Action[A272] = State80 (BOW3P_WIELDSHIELD), ABDuration 0.050> Action[A273] = State80 (BOW3P_WIELDSHIELD), ABDuration 0.050> Action[A274] = State1 (ACTIONSWITCH), ABDuration 0.300> Action[A275] = Action[A276] = State82 (BOW3P_RELOAD), ABDuration 0.050> Action[A277] = State82 (BOW3P_RELOAD), ABDuration 0.050> Action[A278] = State78 (BOW3P_LEAVE), ABDuration 0.300> Action[A279] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.200> Action[A280] = State81 (BOW3P_SHOOT), ABDuration 0.000> Action[A281] = State78 (BOW3P_LEAVE), ABDuration 0.300> Action[A282] = State89 (RESPONSE_SWITCH), ABDuration 0.000> Action[A283] = Action[A284] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A285] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A286] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A287] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A288] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A289] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A290] = State87 (DUMMY_SPAWNDEAD), ABDuration 0.000> Action[A291] = State84 (RESPONSE_TRIGGER), ABDuration 0.000> Action[A292] = State90 (RESPONSE_SWITCH_0_49), ABDuration 0.000> Action[A293] = State91 (RESPONSE_SWITCH_50_200), ABDuration 0.000> Action[A294] = State92 (RESPONSE_HURTFRONT), ABDuration 0.050> Action[A295] = State93 (RESPONSE_HURTFRONTLFT), ABDuration 0.050> Action[A296] = State94 (RESPONSE_HURTFRONTRGT), ABDuration 0.050> Action[A297] = State95 (RESPONSE_HURTFRONTABOVE), ABDuration 0.050> Action[A298] = State96 (RESPONSE_HURTBACK), ABDuration 0.050> Action[A299] = State97 (RESPONSE_HURTARROW), ABDuration 0.050> Action[A300] = State98 (RESPONSE_BLOCKFRONT), ABDuration 0.050> Action[A301] = State99 (RESPONSE_BLOCKABOVE), ABDuration 0.200> Action[A302] = State100 (RESPONSE_BLOCKLFT), ABDuration 0.050> Action[A303] = State101 (RESPONSE_BLOCKRGT), ABDuration 0.050> Action[A304] = State102 (RESPONSE_BLOCKBACK), ABDuration 0.050> Action[A305] = State103 (RESPONSE_BLOCKBREAKERRESPONSE), ABDuration 0.050> Action[A306] = State104 (RESPONSE_BLOCKPUSHEDBACK), ABDuration 0.050> Action[A307] = State105 (RESPONSE_PUSHEDBWD), ABDuration 0.050> Action[A308] = State106 (RESPONSE_PUSHEDBWDFAR), ABDuration 0.050> Action[A309] = State110 (RESPONSE_KNOCKEDGROUND), ABDuration 0.050> Action[A310] = State111 (RESPONSE_KNOCKEDKNEE), ABDuration 0.100> Action[A311] = State107 (RESPONSE_DEATHBWD), ABDuration 0.100> Action[A312] = State108 (RESPONSE_DEATHFWD), ABDuration 0.100> Action[A313] = State109 (RESPONSE_DEATHBWDFLIP), ABDuration 0.100> Action[A314] = State84 (RESPONSE_TRIGGER), ABDuration 0.000> Action[A315] = State112 (RESPONSE_FINISHEDGROUND), ABDuration 0.050> Action[A316] = State113 (RESPONSE_FINISHEDKNEEFWD), ABDuration 0.050> Action[A317] = State114 (RESPONSE_FINISHEDKNEEBWD), ABDuration 0.050> Action[A318] = State115 (RESPONSE_FINISHEDKNEESLASH), ABDuration 0.100> Action[A319] = State71 (RESPONSE_HURTBOW1P), ABDuration 0.050> Action[A320] = State72 (RESPONSE_DEATHBOW1P), ABDuration 0.050> Action[A321] = State116 (RESPONSE_HURTSPECIAL0), ABDuration 0.100> Action[A322] = State117 (RESPONSE_HURTSPECIAL1), ABDuration 0.100> Action[A323] = State118 (RESPONSE_HURTSPECIAL2), ABDuration 0.100> Action[A324] = State119 (RESPONSE_HURTSPECIAL3), ABDuration 0.100> Action[A325] = State120 (RESPONSE_HURTSPECIAL3END), ABDuration 0.100> Action[A326] = State121 (RESPONSE_DEATHSPECIAL3END), ABDuration 0.100> Action[A327] = State123 (RESPONSE_KNEED), ABDuration 0.050> Action[A328] = State124 (RESPONSE_ENTANGLED), ABDuration 0.050> Action[A329] = State125 (RESPONSE_PARTIAL_HURTLEFT), ABDuration 0.150> Action[A330] = State126 (RESPONSE_PARTIAL_HURTRIGHT), ABDuration 0.150> Action[A331] = State84 (RESPONSE_TRIGGER), ABDuration 0.000> Action[A332] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.000> Action[A333] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.000> Action[A334] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.000> Action[A335] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A336] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A337] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A338] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.000> Action[A339] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.000> Action[A340] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.000> Action[A341] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A342] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A343] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A344] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.000> Action[A345] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.000> Action[A346] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.000> Action[A347] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A348] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A349] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A350] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.000> Action[A351] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.000> Action[A352] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.000> Action[A353] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A354] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A355] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A356] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.000> Action[A357] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.000> Action[A358] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.000> Action[A359] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A360] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A361] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A362] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.000> Action[A363] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.000> Action[A364] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.000> Action[A365] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A366] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A367] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A368] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.000> Action[A369] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.000> Action[A370] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.000> Action[A371] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A372] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A373] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A374] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A375] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A376] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A377] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A378] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A379] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A380] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A381] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A382] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A383] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A384] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A385] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A386] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A387] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A388] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A389] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A390] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A391] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A392] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A393] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A394] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A395] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A396] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A397] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A398] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A399] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A400] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A401] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A402] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A403] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A404] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A405] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A406] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A407] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A408] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A409] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A410] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A411] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A412] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A413] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A414] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A415] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A416] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A417] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A418] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.050> Action[A419] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A420] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A421] = State0 (FIGHT_ENTER), ABDuration 0.050> Action[A422] = Action[A423] = Action[A424] = Action[A425] = Action[A426] = Action[A427] = Action[A428] = Action[A429] = State85 (KNOCKEDKNEE_GETUP), ABDuration 0.200> Action[A430] = State85 (KNOCKEDKNEE_GETUP), ABDuration 0.200> Action[A431] = Action[A432] = Action[A433] = Action[A434] = Action[A435] = Action[A436] = Action[A437] = Action[A438] = Action[A439] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A440] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A441] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A442] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A443] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A444] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A445] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.150> Action[A446] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.150> Action[A447] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.150> Action[A448] = State0 (FIGHT_ENTER), ABDuration 0.150> Action[A449] = State0 (FIGHT_ENTER), ABDuration 0.150> Action[A450] = State0 (FIGHT_ENTER), ABDuration 0.150> Action[A451] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A452] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A453] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A454] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A455] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A456] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A457] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A458] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A459] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A460] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A461] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A462] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A463] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A464] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A465] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A466] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A467] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A468] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A469] = State122 (RESPONSE_DEATHSPECIAL3END_FREEZE), ABDuration 0.000> Action[A470] = Action[A471] = Action[A472] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.000> Action[A473] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.000> Action[A474] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.000> Action[A475] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A476] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A477] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A478] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.000> Action[A479] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.000> Action[A480] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.000> Action[A481] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A482] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A483] = State0 (FIGHT_ENTER), ABDuration 0.000> Action[A484] = TERMINATE, ABDuration 0.100> Action[A485] = TERMINATE, ABDuration 0.100> Action[A486] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A487] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A488] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A489] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A490] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A491] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A492] = TERMINATE, ABDuration 0.100> Action[A493] = TERMINATE, ABDuration 0.100> Action[A494] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A495] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A496] = State77 (BOW3P_CHARGE_ARROW), ABDuration 0.100> Action[A497] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A498] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A499] = State0 (FIGHT_ENTER), ABDuration 0.100> Action[A500] = State128 (EVENT_DIVINEPOWERUPGRADE_ENTER), ABDuration 0.100> Action[A501] = State130 (EVENT_DIVINEPOWERUPGRADE_SHAKE), ABDuration 0.100> Action[A502] = State131 (EVENT_DIVINEPOWERUPGRADE_LEAVE), ABDuration 0.200> Action[A503] = State129 (EVENT_DIVINEPOWERUPGRADE_ENTER_IDLE), ABDuration 0.200> Action[A504] = State129 (EVENT_DIVINEPOWERUPGRADE_ENTER_IDLE), ABDuration 0.200> Action[A505] = State130 (EVENT_DIVINEPOWERUPGRADE_SHAKE), ABDuration 0.100> Action[A506] = State130 (EVENT_DIVINEPOWERUPGRADE_SHAKE), ABDuration 0.100> Action[A507] = State1 (ACTIONSWITCH), ABDuration 0.200> Action[A508] = State1 (ACTIONSWITCH), ABDuration 0.200> Action[A509] = State88 (RESPONSE_INIT), ABDuration 0.000> Action[A510] = State1 (ACTIONSWITCH), ABDuration 0.050> Action[A511] = State127 (EVENTS), ABDuration 0.000> } ConditionNodes: (N/I) AnimLayers: { AnimLayer[L000] = AnimLayer[L001] = AnimLayer[L002] = AnimLayer[L003] = AnimLayer[L004] = AnimLayer[L005] = AnimLayer[L006] = AnimLayer[L007] = AnimLayer[L008] = AnimLayer[L009] = AnimLayer[L010] = AnimLayer[L011] = AnimLayer[L012] = AnimLayer[L013] = AnimLayer[L014] = AnimLayer[L015] = AnimLayer[L016] = AnimLayer[L017] = AnimLayer[L018] = AnimLayer[L019] = AnimLayer[L020] = AnimLayer[L021] = AnimLayer[L022] = AnimLayer[L023] = AnimLayer[L024] = AnimLayer[L025] = AnimLayer[L026] = AnimLayer[L027] = AnimLayer[L028] = AnimLayer[L029] = AnimLayer[L030] = AnimLayer[L031] = AnimLayer[L032] = AnimLayer[L033] = AnimLayer[L034] = AnimLayer[L035] = AnimLayer[L036] = AnimLayer[L037] = AnimLayer[L038] = AnimLayer[L039] = AnimLayer[L040] = AnimLayer[L041] = AnimLayer[L042] = AnimLayer[L043] = AnimLayer[L044] = AnimLayer[L045] = AnimLayer[L046] = AnimLayer[L047] = AnimLayer[L048] = AnimLayer[L049] = AnimLayer[L050] = AnimLayer[L051] = AnimLayer[L052] = AnimLayer[L053] = AnimLayer[L054] = AnimLayer[L055] = AnimLayer[L056] = AnimLayer[L057] = AnimLayer[L058] = AnimLayer[L059] = AnimLayer[L060] = AnimLayer[L061] = AnimLayer[L062] = AnimLayer[L063] = AnimLayer[L064] = AnimLayer[L065] = AnimLayer[L066] = AnimLayer[L067] = AnimLayer[L068] = AnimLayer[L069] = AnimLayer[L070] = AnimLayer[L071] = AnimLayer[L072] = AnimLayer[L073] = AnimLayer[L074] = AnimLayer[L075] = AnimLayer[L076] = AnimLayer[L077] = AnimLayer[L078] = AnimLayer[L079] = AnimLayer[L080] = AnimLayer[L081] = AnimLayer[L082] = AnimLayer[L083] = AnimLayer[L084] = AnimLayer[L085] = AnimLayer[L086] = AnimLayer[L087] = AnimLayer[L088] = AnimLayer[L089] = AnimLayer[L090] = AnimLayer[L091] = AnimLayer[L092] = AnimLayer[L093] = AnimLayer[L094] = AnimLayer[L095] = AnimLayer[L096] = AnimLayer[L097] = AnimLayer[L098] = AnimLayer[L099] = AnimLayer[L100] = AnimLayer[L101] = AnimLayer[L102] = AnimLayer[L103] = AnimLayer[L104] = AnimLayer[L105] = AnimLayer[L106] = AnimLayer[L107] = AnimLayer[L108] = AnimLayer[L109] = AnimLayer[L110] = AnimLayer[L111] = AnimLayer[L112] = AnimLayer[L113] = AnimLayer[L114] = AnimLayer[L115] = AnimLayer[L116] = AnimLayer[L117] = AnimLayer[L118] = AnimLayer[L119] = AnimLayer[L120] = AnimLayer[L121] = AnimLayer[L122] = AnimLayer[L123] = AnimLayer[L124] = AnimLayer[L125] = AnimLayer[L126] = AnimLayer[L127] = AnimLayer[L128] = AnimLayer[L129] = AnimLayer[L130] = AnimLayer[L131] = AnimLayer[L132] = } EffectInstances: { EffectInstance[E000] = EffectInstance[E001] = EffectInstance[E002] = EffectInstance[E003] = EffectInstance[E004] = EffectInstance[E005] = EffectInstance[E006] = EffectInstance[E007] = EffectInstance[E008] = EffectInstance[E009] = EffectInstance[E010] = EffectInstance[E011] = EffectInstance[E012] = EffectInstance[E013] = EffectInstance[E014] = EffectInstance[E015] = EffectInstance[E016] = EffectInstance[E017] = EffectInstance[E018] = EffectInstance[E019] = EffectInstance[E020] = EffectInstance[E021] = EffectInstance[E022] = EffectInstance[E023] = EffectInstance[E024] = EffectInstance[E025] = EffectInstance[E026] = EffectInstance[E027] = EffectInstance[E028] = EffectInstance[E029] = EffectInstance[E030] = EffectInstance[E031] = EffectInstance[E032] = EffectInstance[E033] = EffectInstance[E034] = EffectInstance[E035] = EffectInstance[E036] = EffectInstance[E037] = EffectInstance[E038] = EffectInstance[E039] = EffectInstance[E040] = EffectInstance[E041] = EffectInstance[E042] = EffectInstance[E043] = EffectInstance[E044] = EffectInstance[E045] = EffectInstance[E046] = EffectInstance[E047] = EffectInstance[E048] = EffectInstance[E049] = EffectInstance[E050] = EffectInstance[E051] = EffectInstance[E052] = EffectInstance[E053] = EffectInstance[E054] = EffectInstance[E055] = EffectInstance[E056] = EffectInstance[E057] = EffectInstance[E058] = EffectInstance[E059] = EffectInstance[E060] = EffectInstance[E061] = EffectInstance[E062] = EffectInstance[E063] = EffectInstance[E064] = EffectInstance[E065] = EffectInstance[E066] = EffectInstance[E067] = EffectInstance[E068] = EffectInstance[E069] = EffectInstance[E070] = EffectInstance[E071] = EffectInstance[E072] = EffectInstance[E073] = EffectInstance[E074] = EffectInstance[E075] = EffectInstance[E076] = EffectInstance[E077] = EffectInstance[E078] = EffectInstance[E079] = EffectInstance[E080] = EffectInstance[E081] = EffectInstance[E082] = EffectInstance[E083] = EffectInstance[E084] = EffectInstance[E085] = EffectInstance[E086] = EffectInstance[E087] = EffectInstance[E088] = EffectInstance[E089] = EffectInstance[E090] = EffectInstance[E091] = EffectInstance[E092] = EffectInstance[E093] = EffectInstance[E094] = EffectInstance[E095] = EffectInstance[E096] = EffectInstance[E097] = EffectInstance[E098] = EffectInstance[E099] = EffectInstance[E100] = EffectInstance[E101] = EffectInstance[E102] = EffectInstance[E103] = EffectInstance[E104] = EffectInstance[E105] = EffectInstance[E106] = EffectInstance[E107] = EffectInstance[E108] = EffectInstance[E109] = EffectInstance[E110] = EffectInstance[E111] = EffectInstance[E112] = EffectInstance[E113] = EffectInstance[E114] = EffectInstance[E115] = EffectInstance[E116] = EffectInstance[E117] = EffectInstance[E118] = EffectInstance[E119] = EffectInstance[E120] = EffectInstance[E121] = EffectInstance[E122] = EffectInstance[E123] = EffectInstance[E124] = EffectInstance[E125] = EffectInstance[E126] = EffectInstance[E127] = EffectInstance[E128] = EffectInstance[E129] = EffectInstance[E130] = EffectInstance[E131] = EffectInstance[E132] = EffectInstance[E133] = EffectInstance[E134] = EffectInstance[E135] = EffectInstance[E136] = EffectInstance[E137] = EffectInstance[E138] = EffectInstance[E139] = EffectInstance[E140] = EffectInstance[E141] = EffectInstance[E142] = EffectInstance[E143] = EffectInstance[E144] = EffectInstance[E145] = EffectInstance[E146] = EffectInstance[E147] = EffectInstance[E148] = EffectInstance[E149] = EffectInstance[E150] = EffectInstance[E151] = EffectInstance[E152] = EffectInstance[E153] = EffectInstance[E154] = EffectInstance[E155] = EffectInstance[E156] = EffectInstance[E157] = EffectInstance[E158] = EffectInstance[E159] = EffectInstance[E160] = EffectInstance[E161] = } CallbackParams: { Param[P000] = 0.000 Param[P001] = 4216.000 Param[P002] = 1.000 Param[P003] = 1.000 Param[P004] = 1.000 Param[P005] = 1.000 Param[P006] = 1.000 Param[P007] = 1.000 Param[P008] = 1.000 Param[P009] = 1.000 Param[P010] = 2.000 Param[P011] = 4100.000 Param[P012] = 4100.000 Param[P013] = 10000.000 Param[P014] = 10000.000 Param[P015] = 10000.000 Param[P016] = 10000.000 Param[P017] = 10000.000 Param[P018] = 10000.000 Param[P019] = 10000.000 Param[P020] = 10000.000 Param[P021] = 1.000 Param[P022] = 1.000 Param[P023] = 1.000 Param[P024] = 1.000 Param[P025] = 4100.000 Param[P026] = 2.000 Param[P027] = 4100.000 Param[P028] = 2.000 Param[P029] = 1.000 Param[P030] = 1.000 Param[P031] = 2.000 Param[P032] = 4100.000 Param[P033] = 1.000 Param[P034] = 4100.000 Param[P035] = 2.000 Param[P036] = 2.000 Param[P037] = 2.000 Param[P038] = 2.000 Param[P039] = 1.000 Param[P040] = 1.000 Param[P041] = 8.000 Param[P042] = 2.000 Param[P043] = 4100.000 Param[P044] = 7.000 Param[P045] = 4100.000 Param[P046] = 4100.000 Param[P047] = 6.000 Param[P048] = 4100.000 Param[P049] = 2.000 Param[P050] = 5.000 Param[P051] = 2.000 Param[P052] = 2.000 Param[P053] = 4.000 Param[P054] = 2.000 Param[P055] = 3.000 Param[P056] = 4100.000 Param[P057] = 1.000 Param[P058] = 1.000 Param[P059] = 1.000 Param[P060] = 1.000 Param[P061] = 4104.000 Param[P062] = 4112.000 Param[P063] = 4128.000 Param[P064] = 4160.000 Param[P065] = 9.000 Param[P066] = 10.000 Param[P067] = 11.000 Param[P068] = 12.000 Param[P069] = 6.000 Param[P070] = 7.000 Param[P071] = 7.000 Param[P072] = 7.000 Param[P073] = 7.000 Param[P074] = 7.000 Param[P075] = 7.000 Param[P076] = 7.000 Param[P077] = 7.000 Param[P078] = 7.000 Param[P079] = 7.000 Param[P080] = 7.000 Param[P081] = 1.000 Param[P082] = 2.000 Param[P083] = 3.000 Param[P084] = 4.000 Param[P085] = 5.000 Param[P086] = 1.000 Param[P087] = 2.000 Param[P088] = 3.000 Param[P089] = 4.000 Param[P090] = 5.000 Param[P091] = 1.000 Param[P092] = 2.000 Param[P093] = 3.000 Param[P094] = 4.000 Param[P095] = 5.000 Param[P096] = 1.000 Param[P097] = 2.000 Param[P098] = 3.000 Param[P099] = 4.000 Param[P100] = 5.000 Param[P101] = 13568.000 Param[P102] = 13568.000 Param[P103] = 4.000 Param[P104] = 13568.000 Param[P105] = 0.000 Param[P106] = 2064.000 Param[P107] = 0.000 Param[P108] = 1179648.000 Param[P109] = 0.000 Param[P110] = 0.000 Param[P111] = 2.000 Param[P112] = 180.000 Param[P113] = 0.000 Param[P114] = 1.000 Param[P115] = 2064.000 Param[P116] = 0.000 Param[P117] = 1179648.000 Param[P118] = -45.000 Param[P119] = 0.000 Param[P120] = 2.000 Param[P121] = 180.000 Param[P122] = 0.000 Param[P123] = 2.000 Param[P124] = 2064.000 Param[P125] = 0.000 Param[P126] = 1179648.000 Param[P127] = 45.000 Param[P128] = 0.000 Param[P129] = 2.000 Param[P130] = 180.000 Param[P131] = 0.000 Param[P132] = 3.000 Param[P133] = 2064.000 Param[P134] = 0.000 Param[P135] = 1179648.000 Param[P136] = 0.000 Param[P137] = 45.000 Param[P138] = 2.000 Param[P139] = 180.000 Param[P140] = 0.000 Param[P141] = 4.000 Param[P142] = 2064.000 Param[P143] = 0.000 Param[P144] = 1179648.000 Param[P145] = 180.000 Param[P146] = 0.000 Param[P147] = 2.000 Param[P148] = 90.000 Param[P149] = 2.000 Param[P150] = 5.000 Param[P151] = 2064.000 Param[P152] = 0.000 Param[P153] = 1179648.000 Param[P154] = 0.000 Param[P155] = 0.000 Param[P156] = 2.000 Param[P157] = 180.000 Param[P158] = 1.000 Param[P159] = 10.000 Param[P160] = -1.000 Param[P161] = 0.000 Param[P162] = 1048608.000 Param[P163] = 0.000 Param[P164] = 0.000 Param[P165] = 2.000 Param[P166] = 0.000 Param[P167] = 0.000 Param[P168] = 11.000 Param[P169] = -1.000 Param[P170] = 0.000 Param[P171] = 1048608.000 Param[P172] = 0.000 Param[P173] = 45.000 Param[P174] = 2.000 Param[P175] = 0.000 Param[P176] = 0.000 Param[P177] = 12.000 Param[P178] = -1.000 Param[P179] = 0.000 Param[P180] = 1048608.000 Param[P181] = -90.000 Param[P182] = 0.000 Param[P183] = 2.000 Param[P184] = 0.000 Param[P185] = 0.000 Param[P186] = 13.000 Param[P187] = -1.000 Param[P188] = 0.000 Param[P189] = 1048608.000 Param[P190] = 90.000 Param[P191] = 0.000 Param[P192] = 2.000 Param[P193] = 0.000 Param[P194] = 0.000 Param[P195] = 14.000 Param[P196] = -1.000 Param[P197] = 0.000 Param[P198] = 1048608.000 Param[P199] = 180.000 Param[P200] = 0.000 Param[P201] = 2.000 Param[P202] = 0.000 Param[P203] = 0.000 Param[P204] = 15.000 Param[P205] = -1.000 Param[P206] = 0.000 Param[P207] = 1048608.000 Param[P208] = 0.000 Param[P209] = 0.000 Param[P210] = 4100.000 Param[P211] = 180.000 Param[P212] = 1.000 Param[P213] = 16.000 Param[P214] = -1.000 Param[P215] = 0.000 Param[P216] = 1048608.000 Param[P217] = 0.000 Param[P218] = 0.000 Param[P219] = 4100.000 Param[P220] = 180.000 Param[P221] = 1.000 Param[P222] = 20.000 Param[P223] = 2064.000 Param[P224] = 0.000 Param[P225] = 1179648.000 Param[P226] = 0.000 Param[P227] = 0.000 Param[P228] = 2.000 Param[P229] = 90.000 Param[P230] = 0.000 Param[P231] = 21.000 Param[P232] = 2064.000 Param[P233] = 0.000 Param[P234] = 1179648.000 Param[P235] = 0.000 Param[P236] = 0.000 Param[P237] = 4100.000 Param[P238] = 90.000 Param[P239] = 0.000 Param[P240] = 40.000 Param[P241] = -1.000 Param[P242] = 0.000 Param[P243] = 1581056.000 Param[P244] = 0.000 Param[P245] = 0.000 Param[P246] = 2.000 Param[P247] = 180.000 Param[P248] = 0.000 Param[P249] = 41.000 Param[P250] = -1.000 Param[P251] = 0.000 Param[P252] = 1576960.000 Param[P253] = 0.000 Param[P254] = 0.000 Param[P255] = 2.000 Param[P256] = 180.000 Param[P257] = 0.000 Param[P258] = 30.000 Param[P259] = -1.000 Param[P260] = 12288.000 Param[P261] = 1310720.000 Param[P262] = 0.000 Param[P263] = 0.000 Param[P264] = 2.000 Param[P265] = 90.000 Param[P266] = 0.000 Param[P267] = 31.000 Param[P268] = -1.000 Param[P269] = 12288.000 Param[P270] = 1310720.000 Param[P271] = 180.000 Param[P272] = 0.000 Param[P273] = 2.000 Param[P274] = 90.000 Param[P275] = 0.000 Param[P276] = 32.000 Param[P277] = -1.000 Param[P278] = 12288.000 Param[P279] = 1310720.000 Param[P280] = 0.000 Param[P281] = -50.000 Param[P282] = 2.000 Param[P283] = 90.000 Param[P284] = 0.000 Param[P285] = 50.000 Param[P286] = 1581056.000 Param[P287] = 0.000 Param[P288] = 1318912.000 Param[P289] = 0.000 Param[P290] = 0.000 Param[P291] = 2.000 Param[P292] = 0.000 Param[P293] = 0.000 Param[P294] = 51.000 Param[P295] = 1576960.000 Param[P296] = 0.000 Param[P297] = 1314816.000 Param[P298] = 180.000 Param[P299] = 0.000 Param[P300] = 2.000 Param[P301] = 90.000 Param[P302] = 1.000 Param[P303] = 52.000 Param[P304] = 1576960.000 Param[P305] = 0.000 Param[P306] = 1314816.000 Param[P307] = 0.000 Param[P308] = 0.000 Param[P309] = 2.000 Param[P310] = 90.000 Param[P311] = 3.000 Param[P312] = 53.000 Param[P313] = 1839104.000 Param[P314] = 0.000 Param[P315] = 1314816.000 Param[P316] = 0.000 Param[P317] = 0.000 Param[P318] = 2.000 Param[P319] = 180.000 Param[P320] = 0.000 Param[P321] = 60.000 Param[P322] = 1024.000 Param[P323] = 0.000 Param[P324] = 1179648.000 Param[P325] = 0.000 Param[P326] = 0.000 Param[P327] = 2.000 Param[P328] = 180.000 Param[P329] = 0.000 Param[P330] = 65.000 Param[P331] = 1024.000 Param[P332] = 0.000 Param[P333] = 1310720.000 Param[P334] = 0.000 Param[P335] = 0.000 Param[P336] = 2.000 Param[P337] = 180.000 Param[P338] = 0.000 Param[P339] = 70.000 Param[P340] = -1.000 Param[P341] = 0.000 Param[P342] = 1179648.000 Param[P343] = 0.000 Param[P344] = 0.000 Param[P345] = 2.000 Param[P346] = 180.000 Param[P347] = 1.000 Param[P348] = 71.000 Param[P349] = -1.000 Param[P350] = 0.000 Param[P351] = 1179648.000 Param[P352] = 0.000 Param[P353] = 0.000 Param[P354] = 2.000 Param[P355] = 180.000 Param[P356] = 1.000 Param[P357] = 72.000 Param[P358] = -1.000 Param[P359] = 0.000 Param[P360] = 1179648.000 Param[P361] = 0.000 Param[P362] = 0.000 Param[P363] = 2.000 Param[P364] = 180.000 Param[P365] = 1.000 Param[P366] = 73.000 Param[P367] = -1.000 Param[P368] = 0.000 Param[P369] = 1179648.000 Param[P370] = 0.000 Param[P371] = 0.000 Param[P372] = 2.000 Param[P373] = 180.000 Param[P374] = 1.000 Param[P375] = 74.000 Param[P376] = -1.000 Param[P377] = 0.000 Param[P378] = 1179648.000 Param[P379] = 0.000 Param[P380] = 0.000 Param[P381] = 2.000 Param[P382] = 180.000 Param[P383] = 1.000 Param[P384] = 80.000 Param[P385] = -1.000 Param[P386] = 0.000 Param[P387] = 1310720.000 Param[P388] = 0.000 Param[P389] = 0.000 Param[P390] = 2.000 Param[P391] = 180.000 Param[P392] = 1.000 Param[P393] = 100.000 Param[P394] = -1.000 Param[P395] = 0.000 Param[P396] = 1179648.000 Param[P397] = 0.000 Param[P398] = 0.000 Param[P399] = 2.000 Param[P400] = 0.000 Param[P401] = 1.000 Param[P402] = 101.000 Param[P403] = -1.000 Param[P404] = 0.000 Param[P405] = 1179648.000 Param[P406] = 0.000 Param[P407] = 0.000 Param[P408] = 2.000 Param[P409] = 0.000 Param[P410] = 1.000 Param[P411] = 200.000 Param[P412] = -1.000 Param[P413] = 0.000 Param[P414] = 1179648.000 Param[P415] = -45.000 Param[P416] = 0.000 Param[P417] = 2.000 Param[P418] = 0.000 Param[P419] = 8.000 Param[P420] = 201.000 Param[P421] = -1.000 Param[P422] = 0.000 Param[P423] = 1179648.000 Param[P424] = 45.000 Param[P425] = 0.000 Param[P426] = 2.000 Param[P427] = 0.000 Param[P428] = 8.000 Param[P429] = 10000.000 } ExportedActions: { Action[A000]: 'STARTACTION' (CC396451) Action[A001]: 'FIGHT_ENTER.ACTION_ENTER' (E2EE637D) Action[A002]: 'ACTIONSWITCH.ACTION_PICKUP' (B1666F4C) Action[A003]: 'ACTIONSWITCH.ACTION_DIVINE' (9572E97F) Action[A004]: 'ACTIONSWITCH.ACTION_BOW' (192DC368) Action[A005]: 'ACTIONSWITCH.ACTION_BLOCK' (1BAA836B) Action[A006]: 'ACTIONSWITCH.ACTION_CHANGEWEAPON_FROMBOW' (B4922FEB) Action[A007]: 'ACTIONSWITCH.ACTION_CHANGEWEAPON' (36C5DEF0) Action[A008]: 'ACTIONSWITCH.ACTION_ATTACK' (8F3940F8) Action[A009]: 'ACTIONSWITCH.ACTION_FIGHT' (1BF11EF2) Action[A010]: 'FIGHT_SWITCH.ACTION_ACTIONSWITCH' (DCBF5083) Action[A011]: 'FIGHT_SWITCH.ACTION_MOVEMENT' (1A2A6FBE) Action[A012]: 'FIGHT_SWITCH.ACTION_IDLE' (76E60791) Action[A013]: 'FIGHT_IDLE.ACTION_ENDIDLE' (613E2C34) Action[A014]: 'FIGHT_IDLE.ACTION_ENDIDLEBYMOVE' (6A6852E6) Action[A015]: 'FIGHT_CHANGEWEAPON.ACTION_CHANGETOBOW' (FDCF5DE2) Action[A016]: 'FIGHT_CHANGEWEAPON.ACTION_POPWEAPON' (3D8F0CA) Action[A017]: 'FIGHT_CHANGEWEAPON.ACTION_END' (44894028) Action[A017]: 'FIGHT_CHANGEWEAPON.ACTION_END' (44894028) Action[A019]: 'PICKUP_SWITCH.ACTION_PICKUPGROUND' (D3406CE8) Action[A020]: 'PICKUP_SWITCH.ACTION_PICKUPFWD' (C3CFC49A) Action[A021]: 'PICKUPGROUND.ACTION_END' (510CAAC2) Action[A022]: 'PICKUPGROUND.ACTION_LOOPED' (B39CF26E) Action[A023]: 'PICKUPFWD.ACTION_END' (CDAF2A34) Action[A024]: 'PICKUPFWD.ACTION_LOOPED' (CAE194A0) Action[A025]: 'FIGHT_MOVEMENTSWITCH.ACTION_ENDMOVEMENT' (1D9F1CA0) Action[A025]: 'FIGHT_MOVEMENTSWITCH.ACTION_ENDMOVEMENT' (1D9F1CA0) Action[A027]: 'FIGHT_MOVEMENTSWITCH.ACTION_JOGFWD' (9B83E7BF) Action[A028]: 'FIGHT_MOVEMENTSWITCH.ACTION_WALKFWD' (D46AAF8E) Action[A029]: 'FIGHT_MOVEMENTSWITCH.ACTION_MOVEFWD' (F3FE3396) Action[A030]: 'FIGHT_MOVEMENTSWITCH.ACTION_MOVEBWD' (F3FE2292) Action[A031]: 'FIGHT_MOVEMENTSWITCH.ACTION_MOVELFT' (F3FE4AFB) Action[A032]: 'FIGHT_MOVEMENTSWITCH.ACTION_MOVERGT' (F3FE64A2) Action[A033]: 'FIGHT_JOGFWD.ACTION_MOVEMENTSWITCH' (572922BF) Action[A033]: 'FIGHT_JOGFWD.ACTION_MOVEMENTSWITCH' (572922BF) Action[A033]: 'FIGHT_JOGFWD.ACTION_MOVEMENTSWITCH' (572922BF) Action[A036]: 'FIGHT_WALKFWD.ACTION_MOVEMENTSWITCH' (FB579ACE) Action[A036]: 'FIGHT_WALKFWD.ACTION_MOVEMENTSWITCH' (FB579ACE) Action[A036]: 'FIGHT_WALKFWD.ACTION_MOVEMENTSWITCH' (FB579ACE) Action[A039]: 'FIGHT_MOVEFWD.ACTION_ENDMOVEMENT' (D08D23BB) Action[A039]: 'FIGHT_MOVEFWD.ACTION_ENDMOVEMENT' (D08D23BB) Action[A039]: 'FIGHT_MOVEFWD.ACTION_ENDMOVEMENT' (D08D23BB) Action[A042]: 'FIGHT_MOVEBWD.ACTION_ENDMOVEMENT' (5DBF937) Action[A042]: 'FIGHT_MOVEBWD.ACTION_ENDMOVEMENT' (5DBF937) Action[A042]: 'FIGHT_MOVEBWD.ACTION_ENDMOVEMENT' (5DBF937) Action[A045]: 'FIGHT_MOVELFT.ACTION_ENDMOVEMENT' (E12D2700) Action[A045]: 'FIGHT_MOVELFT.ACTION_ENDMOVEMENT' (E12D2700) Action[A045]: 'FIGHT_MOVELFT.ACTION_ENDMOVEMENT' (E12D2700) Action[A048]: 'FIGHT_MOVERGT.ACTION_ENDMOVEMENT' (E243E147) Action[A048]: 'FIGHT_MOVERGT.ACTION_ENDMOVEMENT' (E243E147) Action[A048]: 'FIGHT_MOVERGT.ACTION_ENDMOVEMENT' (E243E147) Action[A051]: 'FIGHT_BLOCK_SWITCH.ACTION_ACTIONSWITCH' (1BE35EED) Action[A052]: 'FIGHT_BLOCK_SWITCH.ACTION_IDLE' (E37F4BFB) Action[A053]: 'FIGHT_BLOCK_IDLE.ACTION_ENDIDLE' (60FFFDDE) Action[A054]: 'FIGHT_ATTACK_INIT.ACTION_INITIALIZED' (ECE32AE2) Action[A055]: 'FIGHT_ATTACK_EXIT.ACTION_CLEANEDUP' (2A6295C3) Action[A056]: 'FIGHT_ATTACK_SWITCH.ACTION_SPECIAL' (6E5CEC8B) Action[A057]: 'FIGHT_ATTACK_SWITCH.ACTION_CONTEXT' (9D1018CF) Action[A058]: 'FIGHT_ATTACK_SWITCH.ACTION_DEFAULT' (D21BD28F) Action[A059]: 'FIGHT_ATTACK_CONTEXTSWITCH.ACTION_FWDMED' (F2524286) Action[A060]: 'FIGHT_ATTACK_CONTEXTSWITCH.ACTION_FWDFAR' (F2522449) Action[A060]: 'FIGHT_ATTACK_CONTEXTSWITCH.ACTION_FWDFAR' (F2522449) Action[A062]: 'FIGHT_ATTACK_CONTEXTSWITCH.ACTION_BWDMED' (E8FDA002) Action[A062]: 'FIGHT_ATTACK_CONTEXTSWITCH.ACTION_BWDMED' (E8FDA002) Action[A064]: 'FIGHT_ATTACK_CONTEXTSWITCH.ACTION_BWDFAR' (E8FD81C5) Action[A064]: 'FIGHT_ATTACK_CONTEXTSWITCH.ACTION_BWDFAR' (E8FD81C5) Action[A066]: 'FIGHT_ATTACK_CONTEXTSWITCH.ACTION_LFTMED' (FF265BCB) Action[A066]: 'FIGHT_ATTACK_CONTEXTSWITCH.ACTION_LFTMED' (FF265BCB) Action[A068]: 'FIGHT_ATTACK_CONTEXTSWITCH.ACTION_LFTFAR' (FF263D8E) Action[A068]: 'FIGHT_ATTACK_CONTEXTSWITCH.ACTION_LFTFAR' (FF263D8E) Action[A070]: 'FIGHT_ATTACK_CONTEXTSWITCH.ACTION_RGTMED' (D376812) Action[A070]: 'FIGHT_ATTACK_CONTEXTSWITCH.ACTION_RGTMED' (D376812) Action[A072]: 'FIGHT_ATTACK_CONTEXTSWITCH.ACTION_RGTFAR' (D3749D5) Action[A072]: 'FIGHT_ATTACK_CONTEXTSWITCH.ACTION_RGTFAR' (D3749D5) Action[A074]: 'FIGHT_ATTACK_CONTEXTSWITCH.ACTION_FINISH' (F15A5810) Action[A074]: 'FIGHT_ATTACK_CONTEXTSWITCH.ACTION_FINISH' (F15A5810) Action[A076]: 'FIGHT_ATTACK_CONTEXTSWITCH.ACTION_DEFAULT' (78C72074) Action[A077]: 'FIGHT_ATTACK_FWDFAR.ACTION_END' (84197FC9) Action[A078]: 'FIGHT_ATTACK_FWDFAR.ACTION_LOOPED' (FF97E15) Action[A079]: 'FIGHT_ATTACK_RGTMED.ACTION_FIGHT_ENDTOCOMBOSWITCH' (9EA19028) Action[A079]: 'FIGHT_ATTACK_RGTMED.ACTION_FIGHT_ENDTOCOMBOSWITCH' (9EA19028) Action[A081]: 'FIGHT_ATTACK_RGTMED.ACTION_END' (66333F2) Action[A082]: 'FIGHT_ATTACK_RGTMED.ACTION_LOOPED' (BC6D2D9E) Action[A083]: 'FIGHT_ATTACK_RGTFAR.ACTION_END' (D77495D5) Action[A084]: 'FIGHT_ATTACK_RGTFAR.ACTION_LOOPED' (758B68A1) Action[A085]: 'FIGHT_ATTACK_BWDMED.ACTION_FIGHT_ENDTOCOMBOSWITCH' (AA0CCC18) Action[A085]: 'FIGHT_ATTACK_BWDMED.ACTION_FIGHT_ENDTOCOMBOSWITCH' (AA0CCC18) Action[A087]: 'FIGHT_ATTACK_BWDMED.ACTION_END' (67A095E2) Action[A088]: 'FIGHT_ATTACK_BWDMED.ACTION_LOOPED' (263E898E) Action[A089]: 'FIGHT_ATTACK_BWDFAR.ACTION_END' (38B1F7C5) Action[A090]: 'FIGHT_ATTACK_BWDFAR.ACTION_LOOPED' (DF5CC491) Action[A091]: 'FIGHT_ATTACK_LFTMED.ACTION_FIGHT_ENDTOCOMBOSWITCH' (407DE5A1) Action[A091]: 'FIGHT_ATTACK_LFTMED.ACTION_FIGHT_ENDTOCOMBOSWITCH' (407DE5A1) Action[A093]: 'FIGHT_ATTACK_LFTMED.ACTION_END' (8912C20B) Action[A094]: 'FIGHT_ATTACK_LFTMED.ACTION_LOOPED' (42A7B117) Action[A095]: 'FIGHT_ATTACK_LFTFAR.ACTION_END' (5A2423EE) Action[A096]: 'FIGHT_ATTACK_LFTFAR.ACTION_LOOPED' (FBC5EC1A) Action[A097]: 'FIGHT_ATTACK_FINISHSWITCH.ACTION_FINISHONGROUNDMED' (90170ECE) Action[A098]: 'FIGHT_ATTACK_FINISHSWITCH.ACTION_FINISHONGROUNDFAR' (9016F091) Action[A099]: 'FIGHT_ATTACK_FINISHSWITCH.ACTION_FINISHONKNEEMED_SWORD' (893134F0) Action[A100]: 'FIGHT_ATTACK_FINISHSWITCH.ACTION_FINISHONKNEEFAR_SWORD' (DE721CF3) Action[A101]: 'FIGHT_ATTACK_FINISHSWITCH.ACTION_FINISHONKNEEMED_AXE' (5B199ADF) Action[A102]: 'FIGHT_ATTACK_FINISHSWITCH.ACTION_FINISHONKNEEFAR_AXE' (37EAA622) Action[A103]: 'FIGHT_ATTACK_FINISHSWITCH.ACTION_FINISHONKNEEMED_MACE' (BE532997) Action[A104]: 'FIGHT_ATTACK_FINISHSWITCH.ACTION_FINISHONKNEEFAR_MACE' (35459D3A) Action[A105]: 'FIGHT_ATTACK_FINISHONGROUNDMED.ACTION_FINISHTARGET' (479C0203) Action[A105]: 'FIGHT_ATTACK_FINISHONGROUNDMED.ACTION_FINISHTARGET' (479C0203) Action[A107]: 'FIGHT_ATTACK_FINISHONGROUNDMED.ACTION_ABORT' (F0F639B3) Action[A108]: 'FIGHT_ATTACK_FINISHONGROUNDMED.ACTION_END' (586035D2) Action[A109]: 'FIGHT_ATTACK_FINISHONGROUNDMED.ACTION_LOOPED' (2A51637E) Action[A110]: 'FIGHT_ATTACK_FINISHONGROUNDFAR.ACTION_FINISHTARGET' (72293346) Action[A110]: 'FIGHT_ATTACK_FINISHONGROUNDFAR.ACTION_FINISHTARGET' (72293346) Action[A112]: 'FIGHT_ATTACK_FINISHONGROUNDFAR.ACTION_ABORT' (4BE7A056) Action[A113]: 'FIGHT_ATTACK_FINISHONGROUNDFAR.ACTION_END' (297197B5) Action[A114]: 'FIGHT_ATTACK_FINISHONGROUNDFAR.ACTION_LOOPED' (E36F9E81) Action[A115]: 'FIGHT_ATTACK_FINISHONKNEEMED_SWORD.ACTION_FINISHTARGET' (69160E25) Action[A115]: 'FIGHT_ATTACK_FINISHONKNEEMED_SWORD.ACTION_FINISHTARGET' (69160E25) Action[A117]: 'FIGHT_ATTACK_FINISHONKNEEMED_SWORD.ACTION_ABORT' (B5A08815) Action[A118]: 'FIGHT_ATTACK_FINISHONKNEEMED_SWORD.ACTION_END' (B7FF83B4) Action[A119]: 'FIGHT_ATTACK_FINISHONKNEEMED_SWORD.ACTION_LOOPED' (84457E20) Action[A120]: 'FIGHT_ATTACK_FINISHONKNEEFAR_SWORD.ACTION_FINISHTARGET' (9481E5A8) Action[A120]: 'FIGHT_ATTACK_FINISHONKNEEFAR_SWORD.ACTION_FINISHTARGET' (9481E5A8) Action[A122]: 'FIGHT_ATTACK_FINISHONKNEEFAR_SWORD.ACTION_ABORT' (78DB1CF8) Action[A123]: 'FIGHT_ATTACK_FINISHONKNEEFAR_SWORD.ACTION_END' (64B983D7) Action[A124]: 'FIGHT_ATTACK_FINISHONKNEEFAR_SWORD.ACTION_LOOPED' (AED2AF63) Action[A125]: 'FIGHT_ATTACK_FINISHONKNEEMED_AXE.ACTION_FINISHTARGET' (D3DBF114) Action[A125]: 'FIGHT_ATTACK_FINISHONKNEEMED_AXE.ACTION_FINISHTARGET' (D3DBF114) Action[A127]: 'FIGHT_ATTACK_FINISHONKNEEMED_AXE.ACTION_ABORT' (E83269E4) Action[A128]: 'FIGHT_ATTACK_FINISHONKNEEMED_AXE.ACTION_END' (75C0A5C3) Action[A129]: 'FIGHT_ATTACK_FINISHONKNEEMED_AXE.ACTION_LOOPED' (91399CF) Action[A130]: 'FIGHT_ATTACK_FINISHONKNEEFAR_AXE.ACTION_FINISHTARGET' (F8560BD7) Action[A130]: 'FIGHT_ATTACK_FINISHONKNEEFAR_AXE.ACTION_FINISHTARGET' (F8560BD7) Action[A132]: 'FIGHT_ATTACK_FINISHONKNEEFAR_AXE.ACTION_ABORT' (94EC6A07) Action[A133]: 'FIGHT_ATTACK_FINISHONKNEEFAR_AXE.ACTION_END' (52A64126) Action[A134]: 'FIGHT_ATTACK_FINISHONKNEEFAR_AXE.ACTION_LOOPED' (4D0D9E52) Action[A135]: 'FIGHT_ATTACK_FINISHONKNEEMED_MACE.ACTION_FINISHTARGET' (B36C380C) Action[A135]: 'FIGHT_ATTACK_FINISHONKNEEMED_MACE.ACTION_FINISHTARGET' (B36C380C) Action[A137]: 'FIGHT_ATTACK_FINISHONKNEEMED_MACE.ACTION_ABORT' (FAE117DC) Action[A138]: 'FIGHT_ATTACK_FINISHONKNEEMED_MACE.ACTION_END' (6E7B75BB) Action[A139]: 'FIGHT_ATTACK_FINISHONKNEEMED_MACE.ACTION_LOOPED' (719806C7) Action[A140]: 'FIGHT_ATTACK_FINISHONKNEEFAR_MACE.ACTION_FINISHTARGET' (6729AB2F) Action[A140]: 'FIGHT_ATTACK_FINISHONKNEEFAR_MACE.ACTION_FINISHTARGET' (6729AB2F) Action[A142]: 'FIGHT_ATTACK_FINISHONKNEEFAR_MACE.ACTION_ABORT' (3EDB1C5F) Action[A143]: 'FIGHT_ATTACK_FINISHONKNEEFAR_MACE.ACTION_END' (E8147D7E) Action[A144]: 'FIGHT_ATTACK_FINISHONKNEEFAR_MACE.ACTION_LOOPED' (34D29BAA) Action[A145]: 'FIGHT_ATTACK_FWDMEDSWITCH.ACTION_FIGHT_ATTACK_2SWEEPCOMBO' (A39F2F0F) Action[A146]: 'FIGHT_ATTACK_FWDMEDSWITCH.ACTION_FIGHT_ATTACK_HEAVY' (C487CF46) Action[A147]: 'FIGHT_ATTACK_FWDMEDSWITCH.ACTION_FIGHT_ATTACK_NORMALVAR' (527183FB) Action[A148]: 'FIGHT_ATTACK_FWDMEDSWITCH.ACTION_FIGHT_ATTACK_NORMAL' (643ECA52) Action[A149]: 'FIGHT_ATTACK_FWDMEDSWITCH.ACTION_SAFEDEFAULT' (8F9F7925) Action[A150]: 'FIGHT_ATTACK_LEFT.ACTION_FIGHT_ATTACK_RIGHT_VARIATION1' (403D6B66) Action[A151]: 'FIGHT_ATTACK_LEFT.ACTION_FIGHT_ATTACK_RIGHTHEAVYCOMBO' (C36AF136) Action[A152]: 'FIGHT_ATTACK_LEFT.ACTION_END' (62030F3A) Action[A153]: 'FIGHT_ATTACK_LEFT.ACTION_LOOPED' (DFEAA3E6) Action[A154]: 'FIGHT_ATTACK_RIGHT_VARIATION1.ACTION_FIGHT_ENDTOCOMBOSWITCH' (8D9E2B20) Action[A155]: 'FIGHT_ATTACK_RIGHT_VARIATION1.ACTION_END' (91C801EA) Action[A156]: 'FIGHT_ATTACK_RIGHT_VARIATION1.ACTION_LOOPED' (AE42D896) Action[A157]: 'FIGHT_ATTACK_NORMALVAR.ACTION_FIGHT_ENDTOCOMBOSWITCH' (D7C65FD7) Action[A158]: 'FIGHT_ATTACK_NORMALVAR.ACTION_END' (2CE34C01) Action[A159]: 'FIGHT_ATTACK_NORMALVAR.ACTION_LOOPED' (601E7F4D) Action[A160]: 'FIGHT_ATTACK_RIGHTHEAVYCOMBO.ACTION_END' (C9E3297A) Action[A161]: 'FIGHT_ATTACK_RIGHTHEAVYCOMBO.ACTION_LOOPED' (CA2F9626) Action[A162]: 'FIGHT_ATTACK_HEAVY.ACTION_FIGHT_ATTACK_SUPERHEAVY' (B9D5D089) Action[A163]: 'FIGHT_ATTACK_HEAVY.ACTION_END' (45E0D06C) Action[A164]: 'FIGHT_ATTACK_HEAVY.ACTION_LOOPED' (7C982FD8) Action[A165]: 'FIGHT_ATTACK_SUPERHEAVY.ACTION_END' (A847AEBB) Action[A166]: 'FIGHT_ATTACK_SUPERHEAVY.ACTION_LOOPED' (7259FC7) Action[A167]: 'FIGHT_ATTACK_2SWEEPCOMBO.ACTION_END' (1929E395) Action[A168]: 'FIGHT_ATTACK_2SWEEPCOMBO.ACTION_LOOPED' (81C2DE61) Action[A169]: 'FIGHT_ATTACK_COMBOSWITCH.ACTION_FASTCOMBO' (699D0CB8) Action[A170]: 'FIGHT_ATTACK_COMBOSWITCH.ACTION_HELICOPTER' (B2BA0C69) Action[A171]: 'FIGHT_ATTACK_COMBOSWITCH.ACTION_CROSSGOLF' (8765EFCC) Action[A172]: 'FIGHT_ATTACK_COMBOSWITCH.ACTION_FAST' (A02DB308) Action[A173]: 'FIGHT_ATTACK_COMBOSWITCH.ACTION_FIGHT_ATTACK_BACKHAND' (CD63E70E) Action[A174]: 'FIGHT_ATTACK_COMBOSWITCH.ACTION_GOLF' (A02E7A02) Action[A175]: 'FIGHT_ATTACK_COMBOSWITCH.ACTION_MOVINGHOLD' (A7712051) Action[A176]: 'FIGHT_ATTACK_COMBOSWITCH.ACTION_SAFEDEFAULT' (7DC2AF3E) Action[A177]: 'FIGHT_ATTACK_COMBO_FAST.ACTION_END' (8BB8DAAC) Action[A178]: 'FIGHT_ATTACK_COMBO_FAST.ACTION_LOOPED' (190F1218) Action[A179]: 'FIGHT_ATTACK_COMBO_BACKHAND.ACTION_END' (B82B7D6A) Action[A180]: 'FIGHT_ATTACK_COMBO_BACKHAND.ACTION_LOOPED' (A17EA416) Action[A181]: 'FIGHT_ATTACK_COMBO_HELICOPTER.ACTION_END' (96A80EED) Action[A182]: 'FIGHT_ATTACK_COMBO_HELICOPTER.ACTION_LOOPED' (E456AB9) Action[A183]: 'FIGHT_ATTACK_COMBO_FASTCOMBO.ACTION_END' (4474C79C) Action[A184]: 'FIGHT_ATTACK_COMBO_FASTCOMBO.ACTION_LOOPED' (DDD71908) Action[A185]: 'FIGHT_ATTACK_COMBO_GOLF.ACTION_END' (939B1166) Action[A186]: 'FIGHT_ATTACK_COMBO_GOLF.ACTION_LOOPED' (CBB38692) Action[A187]: 'FIGHT_ATTACK_COMBO_CROSSGOLF.ACTION_END' (D40D1630) Action[A188]: 'FIGHT_ATTACK_COMBO_CROSSGOLF.ACTION_LOOPED' (9185CF1C) Action[A189]: 'FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD.ACTION_END' (A9B8FB07) Action[A190]: 'FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD.ACTION_LOOPED' (88CD1893) Action[A191]: 'FIGHT_ATTACK_SPECIALSWITCH.ACTION_SPECIAL_HEADCAP' (81C82DF1) Action[A192]: 'FIGHT_ATTACK_SPECIALSWITCH.ACTION_SPECIAL_360SWIRLLFT' (AD9EB1FB) Action[A193]: 'FIGHT_ATTACK_SPECIALSWITCH.ACTION_SPECIAL_360SWIRLRGT' (AD9ECBA2) Action[A194]: 'FIGHT_ATTACK_SPECIALSWITCH.ACTION_SPECIAL_WINDMILL' (E4EB062B) Action[A195]: 'FIGHT_ATTACK_SPECIAL_HEADCAP.ACTION_USESKILL' (A8FE818A) Action[A196]: 'FIGHT_ATTACK_SPECIAL_HEADCAP.ACTION_END' (2BC70E75) Action[A197]: 'FIGHT_ATTACK_SPECIAL_HEADCAP.ACTION_LOOPED' (82C29D41) Action[A198]: 'FIGHT_ATTACK_SPECIAL_360SWIRLLFT.ACTION_USESKILL' (5FE8AA94) Action[A199]: 'FIGHT_ATTACK_SPECIAL_360SWIRLLFT.ACTION_END' (5786E93F) Action[A200]: 'FIGHT_ATTACK_SPECIAL_360SWIRLLFT.ACTION_LOOPED' (21AFBCB) Action[A201]: 'FIGHT_ATTACK_SPECIAL_360SWIRLRGT.ACTION_USESKILL' (731D323B) Action[A202]: 'FIGHT_ATTACK_SPECIAL_360SWIRLRGT.ACTION_END' (A674C86) Action[A203]: 'FIGHT_ATTACK_SPECIAL_360SWIRLRGT.ACTION_LOOPED' (7F6B6DB2) Action[A204]: 'FIGHT_ATTACK_SPECIAL_WINDMILL.ACTION_USESKILL' (81383604) Action[A205]: 'FIGHT_ATTACK_SPECIAL_WINDMILL.ACTION_END' (DA58EAF) Action[A206]: 'FIGHT_ATTACK_SPECIAL_WINDMILL.ACTION_LOOPED' (C630EB3B) Action[A207]: 'DIVINE_ENTER.ACTION_PERFORMPHASE_ENTERIDLE' (FDCEFFB3) Action[A208]: 'DIVINE_ENTER.ACTION_LOOPED' (4D69574F) Action[A208]: 'DIVINE_ENTER.ACTION_LOOPED' (4D69574F) Action[A210]: 'DIVINE_ENTER.ACTION_ABORT' (F2067764) Action[A211]: 'DIVINE_ENTER.ACTION_HEALING' (AE584204) Action[A212]: 'DIVINE_ENTER.ACTION_AURA' (1E9BAA15) Action[A213]: 'DIVINE_ENTER.ACTION_SHOCKWAVE' (8C692817) Action[A214]: 'DIVINE_ENTER.ACTION_BOLTS' (F21FA450) Action[A215]: 'DIVINE_IDLE.ACTION_ABORT' (E8BD9304) Action[A216]: 'DIVINE_IDLE.ACTION_HEALING' (2F44C5A4) Action[A217]: 'DIVINE_IDLE.ACTION_AURA' (70DD1B5) Action[A218]: 'DIVINE_IDLE.ACTION_SHOCKWAVE' (FA8513B7) Action[A219]: 'DIVINE_IDLE.ACTION_BOLTS' (E8D6BFF0) Action[A220]: 'DIVINE_ABORT.ACTION_PERFORMPHASE_LEAVEIDLE' (1D2C2BFC) Action[A221]: 'DIVINE_ABORT.ACTION_LOOPED' (67F682A9) Action[A221]: 'DIVINE_ABORT.ACTION_LOOPED' (67F682A9) Action[A223]: 'DIVINE_LEAVE.ACTION_LEAVE' (394A78C8) Action[A224]: 'DIVINE_HEALING.ACTION_PERFORMPHASE_START' (C403629F) Action[A225]: 'DIVINE_HEALING.ACTION_PERFORMPHASE_BUILDUP' (B8AAEB66) Action[A226]: 'DIVINE_HEALING.ACTION_PERFORMPHASE_LAUNCH' (32CEAD4C) Action[A227]: 'DIVINE_HEALING.ACTION_PERFORMPHASE_RECOVER' (62918A07) Action[A228]: 'DIVINE_HEALING.ACTION_LOOPED_PERFORMPHASE_END' (75F112AA) Action[A229]: 'DIVINE_AURA.ACTION_PERFORMPHASE_START' (25E29950) Action[A230]: 'DIVINE_AURA.ACTION_PERFORMPHASE_BUILDUP' (F329257) Action[A231]: 'DIVINE_AURA.ACTION_PERFORMPHASE_LAUNCH' (D094BA1D) Action[A232]: 'DIVINE_AURA.ACTION_PERFORMPHASE_RECOVER' (B91930F8) Action[A233]: 'DIVINE_AURA.ACTION_LOOPED_PERFORMPHASE_END' (6EA31FFB) Action[A234]: 'DIVINE_SHOCKWAVE.ACTION_PERFORMPHASE_START' (24CD4C32) Action[A235]: 'DIVINE_SHOCKWAVE.ACTION_PERFORMPHASE_BUILDUP' (739585B9) Action[A236]: 'DIVINE_SHOCKWAVE.ACTION_PERFORMPHASE_LAUNCH' (ACD5C93F) Action[A237]: 'DIVINE_SHOCKWAVE.ACTION_PERFORMPHASE_RECOVER' (1D7C245A) Action[A238]: 'DIVINE_SHOCKWAVE.ACTION_LOOPED_PERFORMPHASE_END' (953AF01D) Action[A239]: 'DIVINE_BOLTS.ACTION_PERFORMPHASE_START' (7FC8D22B) Action[A240]: 'DIVINE_BOLTS.ACTION_PERFORMPHASE_BUILDUP' (7B8A6DF2) Action[A241]: 'DIVINE_BOLTS.ACTION_PERFORMPHASE_LAUNCH' (67420E58) Action[A242]: 'DIVINE_BOLTS.ACTION_PERFORMPHASE_RECOVER' (25710C93) Action[A243]: 'DIVINE_BOLTS.ACTION_LOOPED_PERFORMPHASE_END' (880619B6) Action[A244]: 'BOW_ENTER.ACTION_BOW3P' (A5F15C20) Action[A245]: 'BOW_ENTER.ACTION_BOW1P' (A5F15BDE) Action[A246]: 'BOW1P_LEAVE.ACTION_ACTIONSWITCH' (90933775) Action[A246]: 'BOW1P_LEAVE.ACTION_ACTIONSWITCH' (90933775) Action[A248]: 'BOW1P_CHARGEDIDLE.ACTION_SHOOTNRELOAD' (B40C41B6) Action[A249]: 'BOW1P_CHARGEDIDLE.ACTION_SHOOTNRELAX' (34005D5B) Action[A250]: 'BOW1P_CHARGEDIDLE.ACTION_BOWLEAVE' (BFB8CA19) Action[A251]: 'BOW1P_SHOOTNRELOAD.ACTION_SHOOT' (FA526BB7) Action[A252]: 'BOW1P_SHOOTNRELOAD.ACTION_LOOPED' (34CA746D) Action[A253]: 'BOW1P_SHOOTNRELOAD.ACTION_BOWLEAVE' (6907D8BF) Action[A254]: 'BOW1P_SHOOTNRELAX.ACTION_SHOOT' (8298E65C) Action[A255]: 'BOW1P_SHOOTNRELAX.ACTION_LOOPEDORBOWLEAVE' (2AEA6788) Action[A255]: 'BOW1P_SHOOTNRELAX.ACTION_LOOPEDORBOWLEAVE' (2AEA6788) Action[A257]: 'RESPONSE_HURTBOW1P.ACTION_LOOPED' (5B7DA2D) Action[A258]: 'RESPONSE_DEATHBOW1P.ACTION_SELECTBOW' (7AD277D5) Action[A259]: 'RESPONSE_DEATHBOW1P.ACTION_SETDEADPHYS' (9EB8776B) Action[A259]: 'RESPONSE_DEATHBOW1P.ACTION_SETDEADPHYS' (9EB8776B) Action[A261]: 'BOW3P_ENTER.ACTION_WIELDBOW' (EB3A1115) Action[A261]: 'BOW3P_ENTER.ACTION_WIELDBOW' (EB3A1115) Action[A263]: 'BOW3P_WIELDBOW.ACTION_UNWIELDWEAPON' (A15BC459) Action[A263]: 'BOW3P_WIELDBOW.ACTION_UNWIELDWEAPON' (A15BC459) Action[A265]: 'BOW3P_UNWIELDWEAPON.ACTION_WIELDAMMO' (1171DEBB) Action[A265]: 'BOW3P_UNWIELDWEAPON.ACTION_WIELDAMMO' (1171DEBB) Action[A267]: 'BOW3P_WIELDAMMO.ACTION_CHARGE_ARROW' (252A128D) Action[A268]: 'BOW3P_CHARGE_ARROW.ACTION_CHARGEDIDLE' (16E7CBFA) Action[A269]: 'BOW3P_CHARGE_ARROW.ACTION_BOWLEAVE' (BD558A23) Action[A270]: 'BOW3P_LEAVE.ACTION_WIELDWEAPON' (322A9906) Action[A270]: 'BOW3P_LEAVE.ACTION_WIELDWEAPON' (322A9906) Action[A272]: 'BOW3P_WIELDWEAPON.ACTION_WIELDSHIELD' (5F745607) Action[A272]: 'BOW3P_WIELDWEAPON.ACTION_WIELDSHIELD' (5F745607) Action[A274]: 'BOW3P_WIELDSHIELD.ACTION_ACTIONSWITCH' (3AE0C6F8) Action[A275]: 'BOW3P_SHOOT.ACTION_SHOOT' (BA57DE54) Action[A276]: 'BOW3P_SHOOT.ACTION_RELOAD' (2C68F7E) Action[A276]: 'BOW3P_SHOOT.ACTION_RELOAD' (2C68F7E) Action[A278]: 'BOW3P_RELOAD.ACTION_BOWLEAVE' (19103866) Action[A279]: 'BOW3P_RELOAD.ACTION_LOOPED' (D818BE54) Action[A280]: 'BOW3P_CHARGEDIDLE.ACTION_SHOOT' (55D979D3) Action[A281]: 'BOW3P_CHARGEDIDLE.ACTION_BOWLEAVE' (F2EB815B) Action[A282]: 'RESPONSE_TRIGGER.ACTION_RESPONSE' (7B119EA1) Action[A283]: 'KNOCKEDKNEE_GETUP.ACTION_RECOVERHEALTH' (FAA6C602) Action[A284]: 'KNOCKEDKNEE_GETUP.ACTION_LOOPED_TOBOW' (FD0E003) Action[A284]: 'KNOCKEDKNEE_GETUP.ACTION_LOOPED_TOBOW' (FD0E003) Action[A284]: 'KNOCKEDKNEE_GETUP.ACTION_LOOPED_TOBOW' (FD0E003) Action[A287]: 'KNOCKEDKNEE_GETUP.ACTION_LOOPED_TOFIGHT' (47CDCE4D) Action[A287]: 'KNOCKEDKNEE_GETUP.ACTION_LOOPED_TOFIGHT' (47CDCE4D) Action[A287]: 'KNOCKEDKNEE_GETUP.ACTION_LOOPED_TOFIGHT' (47CDCE4D) Action[A290]: 'DUMMYRESPONSE.ACTION_SPAWNDEAD' (5C03EF42) Action[A291]: 'RESPONSE_INIT.ACTION_INITIALIZEANDLAUNCH' (27164032) Action[A292]: 'RESPONSE_SWITCH.ACTION_RESPONSE_0_49' (3C8038BA) Action[A293]: 'RESPONSE_SWITCH.ACTION_RESPONSE_50_200' (65E01794) Action[A294]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_HURTFRONT' (B69041C5) Action[A295]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_HURTFRONTLFT' (10A280AB) Action[A296]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_HURTFRONTRGT' (10A29A52) Action[A297]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_HURTFRONTABOVE' (C27C12B2) Action[A298]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_HURTBACK' (B7F25FCD) Action[A299]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_HURTARROW' (B635D427) Action[A300]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_BLOCKFRONT' (8167E14D) Action[A301]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_BLOCKABOVE' (8104A1B1) Action[A302]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_BLOCKLFT' (716D43EA) Action[A303]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_BLOCKRGT' (716D5D91) Action[A304]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_BLOCKBACK' (9F102E55) Action[A305]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_BLOCKBREAKERRESPONSE' (92F0850F) Action[A306]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_BLOCKPUSHEDBACK' (536E369E) Action[A307]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_PUSHEDBWD' (8B5622FF) Action[A308]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_PUSHEDBWDFAR' (E6C87578) Action[A309]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_KNOCKEDGROUND' (CF7DC267) Action[A310]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_KNOCKEDKNEE' (6366D9BB) Action[A311]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_DEATHBWD' (FA2DE9C) Action[A312]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_DEATHFWD' (FA2EFA0) Action[A313]: 'RESPONSE_SWITCH_0_49.ACTION_RESPONSE_DEATHBWDFLIP' (CD2294A7) Action[A314]: 'RESPONSE_SWITCH_0_49.ACTION_RESETTRIGGER' (2D668D62) Action[A315]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_FINISHEDGROUND' (5531A14C) Action[A316]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_FINISHEDKNEEFWD' (253C4101) Action[A317]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_FINISHEDKNEEBWD' (253C2FFD) Action[A318]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_FINISHEDKNEESLASH' (6635BE1B) Action[A319]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_HURTBOW1P' (40E1E19F) Action[A320]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_DEATHBOW1P' (61DE1242) Action[A321]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_HURTSPECIAL0' (F3DC92E7) Action[A322]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_HURTSPECIAL1' (F3DC92E8) Action[A323]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_HURTSPECIAL2' (F3DC92E9) Action[A324]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_HURTSPECIAL3' (F3DC92EA) Action[A325]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_HURTSPECIAL3END' (6ED5EE1) Action[A326]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_DEATHSPECIAL3END' (E3A23DC4) Action[A327]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_KNEED' (7A4BB03A) Action[A328]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_ENTANGLED' (DC16CCE5) Action[A329]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_PARTIAL_HURTLEFT' (3EFB8E0D) Action[A330]: 'RESPONSE_SWITCH_50_200.ACTION_RESPONSE_PARTIAL_HURTRIGHT' (1EDC1760) Action[A331]: 'RESPONSE_SWITCH_50_200.ACTION_RESETTRIGGER' (6A77FEBC) Action[A332]: 'RESPONSE_HURTFRONT.ACTION_LOOPED_TOBOW' (2B6E30D7) Action[A332]: 'RESPONSE_HURTFRONT.ACTION_LOOPED_TOBOW' (2B6E30D7) Action[A332]: 'RESPONSE_HURTFRONT.ACTION_LOOPED_TOBOW' (2B6E30D7) Action[A335]: 'RESPONSE_HURTFRONT.ACTION_LOOPED_TOFIGHT' (C002A421) Action[A335]: 'RESPONSE_HURTFRONT.ACTION_LOOPED_TOFIGHT' (C002A421) Action[A335]: 'RESPONSE_HURTFRONT.ACTION_LOOPED_TOFIGHT' (C002A421) Action[A338]: 'RESPONSE_HURTFRONTLFT.ACTION_LOOPED_TOBOW' (2232F87D) Action[A338]: 'RESPONSE_HURTFRONTLFT.ACTION_LOOPED_TOBOW' (2232F87D) Action[A338]: 'RESPONSE_HURTFRONTLFT.ACTION_LOOPED_TOBOW' (2232F87D) Action[A341]: 'RESPONSE_HURTFRONTLFT.ACTION_LOOPED_TOFIGHT' (7B17ED47) Action[A341]: 'RESPONSE_HURTFRONTLFT.ACTION_LOOPED_TOFIGHT' (7B17ED47) Action[A341]: 'RESPONSE_HURTFRONTLFT.ACTION_LOOPED_TOFIGHT' (7B17ED47) Action[A344]: 'RESPONSE_HURTFRONTRGT.ACTION_LOOPED_TOBOW' (4620FBA4) Action[A344]: 'RESPONSE_HURTFRONTRGT.ACTION_LOOPED_TOBOW' (4620FBA4) Action[A344]: 'RESPONSE_HURTFRONTRGT.ACTION_LOOPED_TOBOW' (4620FBA4) Action[A347]: 'RESPONSE_HURTFRONTRGT.ACTION_LOOPED_TOFIGHT' (5293562E) Action[A347]: 'RESPONSE_HURTFRONTRGT.ACTION_LOOPED_TOFIGHT' (5293562E) Action[A347]: 'RESPONSE_HURTFRONTRGT.ACTION_LOOPED_TOFIGHT' (5293562E) Action[A350]: 'RESPONSE_HURTFRONTABOVE.ACTION_LOOPED_TOBOW' (EF081284) Action[A350]: 'RESPONSE_HURTFRONTABOVE.ACTION_LOOPED_TOBOW' (EF081284) Action[A350]: 'RESPONSE_HURTFRONTABOVE.ACTION_LOOPED_TOBOW' (EF081284) Action[A353]: 'RESPONSE_HURTFRONTABOVE.ACTION_LOOPED_TOFIGHT' (D19BA50E) Action[A353]: 'RESPONSE_HURTFRONTABOVE.ACTION_LOOPED_TOFIGHT' (D19BA50E) Action[A353]: 'RESPONSE_HURTFRONTABOVE.ACTION_LOOPED_TOFIGHT' (D19BA50E) Action[A356]: 'RESPONSE_HURTBACK.ACTION_LOOPED_TOBOW' (3DBB1F9F) Action[A356]: 'RESPONSE_HURTBACK.ACTION_LOOPED_TOBOW' (3DBB1F9F) Action[A356]: 'RESPONSE_HURTBACK.ACTION_LOOPED_TOBOW' (3DBB1F9F) Action[A359]: 'RESPONSE_HURTBACK.ACTION_LOOPED_TOFIGHT' (994664E9) Action[A359]: 'RESPONSE_HURTBACK.ACTION_LOOPED_TOFIGHT' (994664E9) Action[A359]: 'RESPONSE_HURTBACK.ACTION_LOOPED_TOFIGHT' (994664E9) Action[A362]: 'RESPONSE_HURTARROW.ACTION_LOOPED_TOBOW' (8D68A839) Action[A362]: 'RESPONSE_HURTARROW.ACTION_LOOPED_TOBOW' (8D68A839) Action[A362]: 'RESPONSE_HURTARROW.ACTION_LOOPED_TOBOW' (8D68A839) Action[A365]: 'RESPONSE_HURTARROW.ACTION_LOOPED_TOFIGHT' (8A787C03) Action[A365]: 'RESPONSE_HURTARROW.ACTION_LOOPED_TOFIGHT' (8A787C03) Action[A365]: 'RESPONSE_HURTARROW.ACTION_LOOPED_TOFIGHT' (8A787C03) Action[A368]: 'RESPONSE_BLOCKFRONT.ACTION_LOOPED_TOBOW' (1318CF9F) Action[A368]: 'RESPONSE_BLOCKFRONT.ACTION_LOOPED_TOBOW' (1318CF9F) Action[A368]: 'RESPONSE_BLOCKFRONT.ACTION_LOOPED_TOBOW' (1318CF9F) Action[A371]: 'RESPONSE_BLOCKFRONT.ACTION_LOOPED_TOFIGHT' (3CD014E9) Action[A371]: 'RESPONSE_BLOCKFRONT.ACTION_LOOPED_TOFIGHT' (3CD014E9) Action[A371]: 'RESPONSE_BLOCKFRONT.ACTION_LOOPED_TOFIGHT' (3CD014E9) Action[A374]: 'RESPONSE_BLOCKABOVE.ACTION_LOOPED_TOBOW' (9DA76A03) Action[A374]: 'RESPONSE_BLOCKABOVE.ACTION_LOOPED_TOBOW' (9DA76A03) Action[A374]: 'RESPONSE_BLOCKABOVE.ACTION_LOOPED_TOBOW' (9DA76A03) Action[A377]: 'RESPONSE_BLOCKABOVE.ACTION_LOOPED_TOFIGHT' (A56ED84D) Action[A377]: 'RESPONSE_BLOCKABOVE.ACTION_LOOPED_TOFIGHT' (A56ED84D) Action[A377]: 'RESPONSE_BLOCKABOVE.ACTION_LOOPED_TOFIGHT' (A56ED84D) Action[A380]: 'RESPONSE_BLOCKLFT.ACTION_LOOPED_TOBOW' (95C8643C) Action[A380]: 'RESPONSE_BLOCKLFT.ACTION_LOOPED_TOBOW' (95C8643C) Action[A380]: 'RESPONSE_BLOCKLFT.ACTION_LOOPED_TOBOW' (95C8643C) Action[A383]: 'RESPONSE_BLOCKLFT.ACTION_LOOPED_TOFIGHT' (29B744C6) Action[A383]: 'RESPONSE_BLOCKLFT.ACTION_LOOPED_TOFIGHT' (29B744C6) Action[A383]: 'RESPONSE_BLOCKLFT.ACTION_LOOPED_TOFIGHT' (29B744C6) Action[A386]: 'RESPONSE_BLOCKRGT.ACTION_LOOPED_TOBOW' (B9B66763) Action[A386]: 'RESPONSE_BLOCKRGT.ACTION_LOOPED_TOBOW' (B9B66763) Action[A386]: 'RESPONSE_BLOCKRGT.ACTION_LOOPED_TOBOW' (B9B66763) Action[A389]: 'RESPONSE_BLOCKRGT.ACTION_LOOPED_TOFIGHT' (132ADAD) Action[A389]: 'RESPONSE_BLOCKRGT.ACTION_LOOPED_TOFIGHT' (132ADAD) Action[A389]: 'RESPONSE_BLOCKRGT.ACTION_LOOPED_TOFIGHT' (132ADAD) Action[A392]: 'RESPONSE_BLOCKBACK.ACTION_LOOPED_TOBOW' (E7A90567) Action[A392]: 'RESPONSE_BLOCKBACK.ACTION_LOOPED_TOBOW' (E7A90567) Action[A392]: 'RESPONSE_BLOCKBACK.ACTION_LOOPED_TOBOW' (E7A90567) Action[A395]: 'RESPONSE_BLOCKBACK.ACTION_LOOPED_TOFIGHT' (7644DCB1) Action[A395]: 'RESPONSE_BLOCKBACK.ACTION_LOOPED_TOFIGHT' (7644DCB1) Action[A395]: 'RESPONSE_BLOCKBACK.ACTION_LOOPED_TOFIGHT' (7644DCB1) Action[A398]: 'RESPONSE_BLOCKBREAKERRESPONSE.ACTION_LOOPED_TOBOW' (C50D50E1) Action[A398]: 'RESPONSE_BLOCKBREAKERRESPONSE.ACTION_LOOPED_TOBOW' (C50D50E1) Action[A398]: 'RESPONSE_BLOCKBREAKERRESPONSE.ACTION_LOOPED_TOBOW' (C50D50E1) Action[A401]: 'RESPONSE_BLOCKBREAKERRESPONSE.ACTION_LOOPED_TOFIGHT' (3DE9EEAB) Action[A401]: 'RESPONSE_BLOCKBREAKERRESPONSE.ACTION_LOOPED_TOFIGHT' (3DE9EEAB) Action[A401]: 'RESPONSE_BLOCKBREAKERRESPONSE.ACTION_LOOPED_TOFIGHT' (3DE9EEAB) Action[A404]: 'RESPONSE_BLOCKPUSHEDBACK.ACTION_LOOPED_TOBOW' (5C4E17B0) Action[A404]: 'RESPONSE_BLOCKPUSHEDBACK.ACTION_LOOPED_TOBOW' (5C4E17B0) Action[A404]: 'RESPONSE_BLOCKPUSHEDBACK.ACTION_LOOPED_TOBOW' (5C4E17B0) Action[A407]: 'RESPONSE_BLOCKPUSHEDBACK.ACTION_LOOPED_TOFIGHT' (A877A53A) Action[A407]: 'RESPONSE_BLOCKPUSHEDBACK.ACTION_LOOPED_TOFIGHT' (A877A53A) Action[A407]: 'RESPONSE_BLOCKPUSHEDBACK.ACTION_LOOPED_TOFIGHT' (A877A53A) Action[A410]: 'RESPONSE_PUSHEDBWD.ACTION_LOOPED_TOBOW' (89CF5311) Action[A410]: 'RESPONSE_PUSHEDBWD.ACTION_LOOPED_TOBOW' (89CF5311) Action[A410]: 'RESPONSE_PUSHEDBWD.ACTION_LOOPED_TOBOW' (89CF5311) Action[A413]: 'RESPONSE_PUSHEDBWD.ACTION_LOOPED_TOFIGHT' (3B353CDB) Action[A413]: 'RESPONSE_PUSHEDBWD.ACTION_LOOPED_TOFIGHT' (3B353CDB) Action[A413]: 'RESPONSE_PUSHEDBWD.ACTION_LOOPED_TOFIGHT' (3B353CDB) Action[A416]: 'RESPONSE_PUSHEDBWDFAR.ACTION_LOOPED_TOBOW' (72FF85CA) Action[A416]: 'RESPONSE_PUSHEDBWDFAR.ACTION_LOOPED_TOBOW' (72FF85CA) Action[A416]: 'RESPONSE_PUSHEDBWDFAR.ACTION_LOOPED_TOBOW' (72FF85CA) Action[A419]: 'RESPONSE_PUSHEDBWDFAR.ACTION_LOOPED_TOFIGHT' (313D01D4) Action[A419]: 'RESPONSE_PUSHEDBWDFAR.ACTION_LOOPED_TOFIGHT' (313D01D4) Action[A419]: 'RESPONSE_PUSHEDBWDFAR.ACTION_LOOPED_TOFIGHT' (313D01D4) Action[A422]: 'RESPONSE_DEATHBWD.ACTION_SETDEADPHYS' (65C250DF) Action[A422]: 'RESPONSE_DEATHBWD.ACTION_SETDEADPHYS' (65C250DF) Action[A424]: 'RESPONSE_DEATHFWD.ACTION_SETDEADPHYS' (30737B63) Action[A424]: 'RESPONSE_DEATHFWD.ACTION_SETDEADPHYS' (30737B63) Action[A426]: 'RESPONSE_DEATHBWDFLIP.ACTION_SETDEADPHYS' (1564220A) Action[A426]: 'RESPONSE_DEATHBWDFLIP.ACTION_SETDEADPHYS' (1564220A) Action[A428]: 'RESPONSE_KNOCKEDGROUND.ACTION_BLEEDONGROUND' (99AAB174) Action[A429]: 'RESPONSE_KNOCKEDKNEE.ACTION_LOOPED' (F2A43423) Action[A429]: 'RESPONSE_KNOCKEDKNEE.ACTION_LOOPED' (F2A43423) Action[A431]: 'RESPONSE_FINISHEDGROUND.ACTION_SETDEADPHYS' (18123635) Action[A431]: 'RESPONSE_FINISHEDGROUND.ACTION_SETDEADPHYS' (18123635) Action[A433]: 'RESPONSE_FINISHEDKNEEFWD.ACTION_SETDEADPHYS' (8C32EFCA) Action[A433]: 'RESPONSE_FINISHEDKNEEFWD.ACTION_SETDEADPHYS' (8C32EFCA) Action[A435]: 'RESPONSE_FINISHEDKNEEBWD.ACTION_SETDEADPHYS' (C181C546) Action[A435]: 'RESPONSE_FINISHEDKNEEBWD.ACTION_SETDEADPHYS' (C181C546) Action[A437]: 'RESPONSE_FINISHEDKNEESLASH.ACTION_SETDEADPHYS' (F65762A4) Action[A437]: 'RESPONSE_FINISHEDKNEESLASH.ACTION_SETDEADPHYS' (F65762A4) Action[A439]: 'RESPONSE_HURTSPECIAL0.ACTION_LOOPED_TOBOW' (B07791F) Action[A439]: 'RESPONSE_HURTSPECIAL0.ACTION_LOOPED_TOBOW' (B07791F) Action[A439]: 'RESPONSE_HURTSPECIAL0.ACTION_LOOPED_TOBOW' (B07791F) Action[A442]: 'RESPONSE_HURTSPECIAL0.ACTION_LOOPED_TOFIGHT' (EB0F1E69) Action[A442]: 'RESPONSE_HURTSPECIAL0.ACTION_LOOPED_TOFIGHT' (EB0F1E69) Action[A442]: 'RESPONSE_HURTSPECIAL0.ACTION_LOOPED_TOFIGHT' (EB0F1E69) Action[A445]: 'RESPONSE_HURTSPECIAL1.ACTION_LOOPED_TOBOW' (5C1473A0) Action[A445]: 'RESPONSE_HURTSPECIAL1.ACTION_LOOPED_TOBOW' (5C1473A0) Action[A445]: 'RESPONSE_HURTSPECIAL1.ACTION_LOOPED_TOBOW' (5C1473A0) Action[A448]: 'RESPONSE_HURTSPECIAL1.ACTION_LOOPED_TOFIGHT' (B344BD2A) Action[A448]: 'RESPONSE_HURTSPECIAL1.ACTION_LOOPED_TOFIGHT' (B344BD2A) Action[A448]: 'RESPONSE_HURTSPECIAL1.ACTION_LOOPED_TOFIGHT' (B344BD2A) Action[A451]: 'RESPONSE_HURTSPECIAL2.ACTION_LOOPED_TOBOW' (AD216E21) Action[A451]: 'RESPONSE_HURTSPECIAL2.ACTION_LOOPED_TOBOW' (AD216E21) Action[A451]: 'RESPONSE_HURTSPECIAL2.ACTION_LOOPED_TOBOW' (AD216E21) Action[A454]: 'RESPONSE_HURTSPECIAL2.ACTION_LOOPED_TOFIGHT' (7B7A5BEB) Action[A454]: 'RESPONSE_HURTSPECIAL2.ACTION_LOOPED_TOFIGHT' (7B7A5BEB) Action[A454]: 'RESPONSE_HURTSPECIAL2.ACTION_LOOPED_TOFIGHT' (7B7A5BEB) Action[A457]: 'RESPONSE_HURTSPECIAL3.ACTION_LOOPED_TOBOW' (FE2E68A2) Action[A457]: 'RESPONSE_HURTSPECIAL3.ACTION_LOOPED_TOBOW' (FE2E68A2) Action[A457]: 'RESPONSE_HURTSPECIAL3.ACTION_LOOPED_TOBOW' (FE2E68A2) Action[A460]: 'RESPONSE_HURTSPECIAL3.ACTION_LOOPED_TOFIGHT' (43AFFAAC) Action[A460]: 'RESPONSE_HURTSPECIAL3.ACTION_LOOPED_TOFIGHT' (43AFFAAC) Action[A460]: 'RESPONSE_HURTSPECIAL3.ACTION_LOOPED_TOFIGHT' (43AFFAAC) Action[A463]: 'RESPONSE_HURTSPECIAL3END.ACTION_LOOPED_TOBOW' (26A67619) Action[A463]: 'RESPONSE_HURTSPECIAL3END.ACTION_LOOPED_TOBOW' (26A67619) Action[A463]: 'RESPONSE_HURTSPECIAL3END.ACTION_LOOPED_TOBOW' (26A67619) Action[A466]: 'RESPONSE_HURTSPECIAL3END.ACTION_LOOPED_TOFIGHT' (6A6141E3) Action[A466]: 'RESPONSE_HURTSPECIAL3END.ACTION_LOOPED_TOFIGHT' (6A6141E3) Action[A466]: 'RESPONSE_HURTSPECIAL3END.ACTION_LOOPED_TOFIGHT' (6A6141E3) Action[A469]: 'RESPONSE_DEATHSPECIAL3END.ACTION_FREEZEANIM' (2CFE9B95) Action[A470]: 'RESPONSE_DEATHSPECIAL3END.ACTION_SETDEADPHYS' (EB626FAD) Action[A470]: 'RESPONSE_DEATHSPECIAL3END.ACTION_SETDEADPHYS' (EB626FAD) Action[A472]: 'RESPONSE_KNEED.ACTION_LOOPED_TOBOW' (61FD7DF2) Action[A472]: 'RESPONSE_KNEED.ACTION_LOOPED_TOBOW' (61FD7DF2) Action[A472]: 'RESPONSE_KNEED.ACTION_LOOPED_TOBOW' (61FD7DF2) Action[A475]: 'RESPONSE_KNEED.ACTION_LOOPED_TOFIGHT' (D799A3FC) Action[A475]: 'RESPONSE_KNEED.ACTION_LOOPED_TOFIGHT' (D799A3FC) Action[A475]: 'RESPONSE_KNEED.ACTION_LOOPED_TOFIGHT' (D799A3FC) Action[A478]: 'RESPONSE_ENTANGLED.ACTION_LOOPED_TOBOW' (C970AE1D) Action[A478]: 'RESPONSE_ENTANGLED.ACTION_LOOPED_TOBOW' (C970AE1D) Action[A478]: 'RESPONSE_ENTANGLED.ACTION_LOOPED_TOBOW' (C970AE1D) Action[A481]: 'RESPONSE_ENTANGLED.ACTION_LOOPED_TOFIGHT' (E8998AE7) Action[A481]: 'RESPONSE_ENTANGLED.ACTION_LOOPED_TOFIGHT' (E8998AE7) Action[A481]: 'RESPONSE_ENTANGLED.ACTION_LOOPED_TOFIGHT' (E8998AE7) Action[A484]: 'RESPONSE_PARTIAL_HURTLEFT.ACTION_LOOPED_TOTERMINATE' (BCF54BA6) Action[A484]: 'RESPONSE_PARTIAL_HURTLEFT.ACTION_LOOPED_TOTERMINATE' (BCF54BA6) Action[A486]: 'RESPONSE_PARTIAL_HURTLEFT.ACTION_LOOPED_TOBOW' (90ADE345) Action[A486]: 'RESPONSE_PARTIAL_HURTLEFT.ACTION_LOOPED_TOBOW' (90ADE345) Action[A486]: 'RESPONSE_PARTIAL_HURTLEFT.ACTION_LOOPED_TOBOW' (90ADE345) Action[A489]: 'RESPONSE_PARTIAL_HURTLEFT.ACTION_LOOPED_TOFIGHT' (73F8AA0F) Action[A489]: 'RESPONSE_PARTIAL_HURTLEFT.ACTION_LOOPED_TOFIGHT' (73F8AA0F) Action[A489]: 'RESPONSE_PARTIAL_HURTLEFT.ACTION_LOOPED_TOFIGHT' (73F8AA0F) Action[A492]: 'RESPONSE_PARTIAL_HURTRIGHT.ACTION_LOOPED_TOTERMINATE' (2BA44EB9) Action[A492]: 'RESPONSE_PARTIAL_HURTRIGHT.ACTION_LOOPED_TOTERMINATE' (2BA44EB9) Action[A494]: 'RESPONSE_PARTIAL_HURTRIGHT.ACTION_LOOPED_TOBOW' (60A8D418) Action[A494]: 'RESPONSE_PARTIAL_HURTRIGHT.ACTION_LOOPED_TOBOW' (60A8D418) Action[A494]: 'RESPONSE_PARTIAL_HURTRIGHT.ACTION_LOOPED_TOBOW' (60A8D418) Action[A497]: 'RESPONSE_PARTIAL_HURTRIGHT.ACTION_LOOPED_TOFIGHT' (2E731BA2) Action[A497]: 'RESPONSE_PARTIAL_HURTRIGHT.ACTION_LOOPED_TOFIGHT' (2E731BA2) Action[A497]: 'RESPONSE_PARTIAL_HURTRIGHT.ACTION_LOOPED_TOFIGHT' (2E731BA2) Action[A500]: 'EVENTS.ACTION_EVENT_DIVINEPOWERUPGRADE_ENTER' (4FD38E17) Action[A501]: 'EVENTS.ACTION_EVENT_DIVINEPOWERUPGRADE_SHAKE' (50CD4AC5) Action[A502]: 'EVENTS.ACTION_EVENT_DIVINEPOWERUPGRADE_LEAVE' (504CFB86) Action[A503]: 'EVENT_DIVINEPOWERUPGRADE_ENTER.ACTION_BREAKOUT' (99372D7F) Action[A503]: 'EVENT_DIVINEPOWERUPGRADE_ENTER.ACTION_BREAKOUT' (99372D7F) Action[A505]: 'EVENT_DIVINEPOWERUPGRADE_SHAKE.ACTION_BREAKOUT' (3E40862D) Action[A505]: 'EVENT_DIVINEPOWERUPGRADE_SHAKE.ACTION_BREAKOUT' (3E40862D) Action[A507]: 'EVENT_DIVINEPOWERUPGRADE_LEAVE.ACTION_BREAKOUT' (DD6398EE) Action[A507]: 'EVENT_DIVINEPOWERUPGRADE_LEAVE.ACTION_BREAKOUT' (DD6398EE) Action[A509]: 'INIT.ACTION_SPAWNRESPONSETOKEN' (8E5A843D) Action[A510]: 'INIT.ACTION_LAUNCHMAINTOKEN' (30C49345) Action[A511]: 'INIT.ACTION_EXPORTEVENTS' (2E431CDB) } ExportedStates: { State0: 'FIGHT_ENTER' State1: 'ACTIONSWITCH' State2: 'FIGHT_SWITCH' State3: 'FIGHT_IDLE' State4: 'FIGHT_CHANGEWEAPON' State5: 'PICKUP_SWITCH' State6: 'PICKUPGROUND' State7: 'PICKUPFWD' State8: 'FIGHT_MOVEMENTSWITCH' State9: 'FIGHT_JOGFWD' State10: 'FIGHT_WALKFWD' State11: 'FIGHT_MOVEFWD' State12: 'FIGHT_MOVEBWD' State13: 'FIGHT_MOVELFT' State14: 'FIGHT_MOVERGT' State15: 'FIGHT_BLOCK_SWITCH' State16: 'FIGHT_BLOCK_IDLE' State17: 'FIGHT_ATTACK_INIT' State18: 'FIGHT_ATTACK_EXIT' State19: 'FIGHT_ATTACK_SWITCH' State20: 'FIGHT_ATTACK_CONTEXTSWITCH' State21: 'FIGHT_ATTACK_FWDFAR' State22: 'FIGHT_ATTACK_RGTMED' State23: 'FIGHT_ATTACK_RGTFAR' State24: 'FIGHT_ATTACK_BWDMED' State25: 'FIGHT_ATTACK_BWDFAR' State26: 'FIGHT_ATTACK_LFTMED' State27: 'FIGHT_ATTACK_LFTFAR' State28: 'FIGHT_ATTACK_FINISHSWITCH' State29: 'FIGHT_ATTACK_FINISHONGROUNDMED' State30: 'FIGHT_ATTACK_FINISHONGROUNDFAR' State31: 'FIGHT_ATTACK_FINISHONKNEEMED_SWORD' State32: 'FIGHT_ATTACK_FINISHONKNEEFAR_SWORD' State33: 'FIGHT_ATTACK_FINISHONKNEEMED_AXE' State34: 'FIGHT_ATTACK_FINISHONKNEEFAR_AXE' State35: 'FIGHT_ATTACK_FINISHONKNEEMED_MACE' State36: 'FIGHT_ATTACK_FINISHONKNEEFAR_MACE' State37: 'FIGHT_ATTACK_FWDMEDSWITCH' State38: 'FIGHT_ATTACK_LEFT' State39: 'FIGHT_ATTACK_RIGHT_VARIATION1' State40: 'FIGHT_ATTACK_NORMALVAR' State41: 'FIGHT_ATTACK_RIGHTHEAVYCOMBO' State42: 'FIGHT_ATTACK_HEAVY' State43: 'FIGHT_ATTACK_SUPERHEAVY' State44: 'FIGHT_ATTACK_2SWEEPCOMBO' State45: 'FIGHT_ATTACK_COMBOSWITCH' State46: 'FIGHT_ATTACK_COMBO_FAST' State47: 'FIGHT_ATTACK_COMBO_BACKHAND' State48: 'FIGHT_ATTACK_COMBO_HELICOPTER' State49: 'FIGHT_ATTACK_COMBO_FASTCOMBO' State50: 'FIGHT_ATTACK_COMBO_GOLF' State51: 'FIGHT_ATTACK_COMBO_CROSSGOLF' State52: 'FIGHT_ATTACK_COMBOSTARTTOMOVINGHOLD' State53: 'FIGHT_ATTACK_SPECIALSWITCH' State54: 'FIGHT_ATTACK_SPECIAL_HEADCAP' State55: 'FIGHT_ATTACK_SPECIAL_360SWIRLLFT' State56: 'FIGHT_ATTACK_SPECIAL_360SWIRLRGT' State57: 'FIGHT_ATTACK_SPECIAL_WINDMILL' State58: 'DIVINE_ENTER' State59: 'DIVINE_IDLE' State60: 'DIVINE_ABORT' State61: 'DIVINE_LEAVE' State62: 'DIVINE_HEALING' State63: 'DIVINE_AURA' State64: 'DIVINE_SHOCKWAVE' State65: 'DIVINE_BOLTS' State66: 'BOW_ENTER' State67: 'BOW1P_LEAVE' State68: 'BOW1P_CHARGEDIDLE' State69: 'BOW1P_SHOOTNRELOAD' State70: 'BOW1P_SHOOTNRELAX' State71: 'RESPONSE_HURTBOW1P' State72: 'RESPONSE_DEATHBOW1P' State73: 'BOW3P_ENTER' State74: 'BOW3P_WIELDBOW' State75: 'BOW3P_UNWIELDWEAPON' State76: 'BOW3P_WIELDAMMO' State77: 'BOW3P_CHARGE_ARROW' State78: 'BOW3P_LEAVE' State79: 'BOW3P_WIELDWEAPON' State80: 'BOW3P_WIELDSHIELD' State81: 'BOW3P_SHOOT' State82: 'BOW3P_RELOAD' State83: 'BOW3P_CHARGEDIDLE' State84: 'RESPONSE_TRIGGER' State85: 'KNOCKEDKNEE_GETUP' State86: 'DUMMYRESPONSE' State87: 'DUMMY_SPAWNDEAD' State88: 'RESPONSE_INIT' State89: 'RESPONSE_SWITCH' State90: 'RESPONSE_SWITCH_0_49' State91: 'RESPONSE_SWITCH_50_200' State92: 'RESPONSE_HURTFRONT' State93: 'RESPONSE_HURTFRONTLFT' State94: 'RESPONSE_HURTFRONTRGT' State95: 'RESPONSE_HURTFRONTABOVE' State96: 'RESPONSE_HURTBACK' State97: 'RESPONSE_HURTARROW' State98: 'RESPONSE_BLOCKFRONT' State99: 'RESPONSE_BLOCKABOVE' State100: 'RESPONSE_BLOCKLFT' State101: 'RESPONSE_BLOCKRGT' State102: 'RESPONSE_BLOCKBACK' State103: 'RESPONSE_BLOCKBREAKERRESPONSE' State104: 'RESPONSE_BLOCKPUSHEDBACK' State105: 'RESPONSE_PUSHEDBWD' State106: 'RESPONSE_PUSHEDBWDFAR' State107: 'RESPONSE_DEATHBWD' State108: 'RESPONSE_DEATHFWD' State109: 'RESPONSE_DEATHBWDFLIP' State110: 'RESPONSE_KNOCKEDGROUND' State111: 'RESPONSE_KNOCKEDKNEE' State112: 'RESPONSE_FINISHEDGROUND' State113: 'RESPONSE_FINISHEDKNEEFWD' State114: 'RESPONSE_FINISHEDKNEEBWD' State115: 'RESPONSE_FINISHEDKNEESLASH' State116: 'RESPONSE_HURTSPECIAL0' State117: 'RESPONSE_HURTSPECIAL1' State118: 'RESPONSE_HURTSPECIAL2' State119: 'RESPONSE_HURTSPECIAL3' State120: 'RESPONSE_HURTSPECIAL3END' State121: 'RESPONSE_DEATHSPECIAL3END' State122: 'RESPONSE_DEATHSPECIAL3END_FREEZE' State123: 'RESPONSE_KNEED' State124: 'RESPONSE_ENTANGLED' State125: 'RESPONSE_PARTIAL_HURTLEFT' State126: 'RESPONSE_PARTIAL_HURTRIGHT' State127: 'EVENTS' State128: 'EVENT_DIVINEPOWERUPGRADE_ENTER' State129: 'EVENT_DIVINEPOWERUPGRADE_ENTER_IDLE' State130: 'EVENT_DIVINEPOWERUPGRADE_SHAKE' State131: 'EVENT_DIVINEPOWERUPGRADE_LEAVE' State132: 'INIT' } ExportedProperties: { Property[P0]: 'STATETIME' (ID N/A) Property[P1]: 'ANIMLOOPTIME' (ID N/A) Property[P2]: 'STATELOOPCOUNT' (ID N/A) Property[P3]: 'ANIMLOOPCOUNT' (ID N/A) Property[P4]: 'ANIMEVENT' (ID N/A) Property[P5]: 'RAND' (ID N/A) Property[P6]: 'RANDMOD' (ID N/A) Property[P7]: 'TOKENSTATECONSTANT' (ID N/A) Property[P8]: 'ACTION' (ID N/A) Property[P9]: 'MOVEDIR' (ID N/A) Property[P10]: 'MOVESPEED' (ID N/A) Property[P11]: 'ATTACK' (ID N/A) Property[P12]: 'HASPENDINGATTACK' (ID N/A) Property[P13]: 'DIVINE' (ID N/A) Property[P14]: 'BOWFIREARROW' (ID N/A) Property[P15]: 'BOWHASARROW' (ID N/A) Property[P16]: 'CANBLOCK' (ID N/A) Property[P17]: 'WEAPONTYPE' (ID N/A) Property[P18]: 'PENDINGWEAPONTYPE' (ID N/A) Property[P19]: 'HASTARGET' (ID N/A) Property[P20]: 'DISTANCETOTARGET' (ID N/A) Property[P21]: 'ANGLETOTARGET' (ID N/A) Property[P22]: 'TARGETCONTEXT' (ID N/A) Property[P23]: 'TARGETSTATEGROUP' (ID N/A) Property[P24]: 'MOVESTICKFWD' (ID N/A) Property[P25]: 'MOVESTICKBWD' (ID N/A) Property[P26]: 'MOVESTICKLFT' (ID N/A) Property[P27]: 'MOVESTICKRGT' (ID N/A) Property[P28]: 'RESPONSE' (ID N/A) Property[P29]: 'HEALTHFRAC' (ID N/A) Property[P30]: 'ISDEAD' (ID N/A) Property[P31]: 'SAVEDSTATEGROUP' (ID N/A) Property[P32]: 'ISBOT' (ID N/A) Property[P33]: 'EVENTID' (ID N/A) Property[P34]: 'AIMODE' (ID N/A) Property[P35]: 'HASSKILL' (ID N/A) Property[P36]: 'SKILLLEVEL' (ID N/A) Property[P37]: 'PICKUPPENDING' (ID N/A) } ExportedOperators: { Operator[O0]: '=' (ID N/A) Operator[O1]: '>' (ID N/A) Operator[O2]: '<' (ID N/A) Operator[O3]: '>=' (ID N/A) Operator[O4]: '<=' (ID N/A) Operator[O5]: '!=' (ID N/A) Operator[O6]: 'MOD' (ID N/A) Operator[O7]: '&' (ID N/A) Operator[O8]: '|' (ID N/A) } ExportedEffects: { Effect[E000]: 'SETCHARACTERTIMESCALE' (ID N/A) Effect[E001]: 'SETENGINETIMESCALE' (ID N/A) Effect[E002]: 'GETCLOSESTENEMY' (ID N/A) Effect[E003]: 'SENDDAMAGETOTARGET' (ID N/A) Effect[E004]: 'SENDDAMAGETOSELF' (ID N/A) Effect[E005]: 'HEALSELF' (ID N/A) Effect[E006]: 'SETWEAPONATTACHPOINT' (ID N/A) Effect[E007]: 'SELECTITEM' (ID N/A) Effect[E008]: 'ACTIVATEITEM' (ID N/A) Effect[E009]: 'SELECTWEAPON' (ID N/A) Effect[E010]: 'REGISTERRESPONSE' (ID N/A) Effect[E011]: 'CONSUMERESPONSE' (ID N/A) Effect[E012]: 'SAVESTATEGROUP' (ID N/A) Effect[E013]: 'CLEARSAVEDSTATEGROUP' (ID N/A) Effect[E014]: 'SETDEADPHYS' (ID N/A) Effect[E015]: 'CONSUMEATTACK' (ID N/A) Effect[E016]: 'CONSUMEDIVINEPOWER' (ID N/A) Effect[E017]: 'PERFORMDIVINEPOWER' (ID N/A) Effect[E018]: 'USESKILL' (ID N/A) Effect[E019]: 'RESETEVENTID' (ID N/A) Effect[E020]: 'ERRORMSG' (ID N/A) } ExportedStateConstants: { StateConstant[C000]: 'ANIMMOVESCALE' (ID N/A) StateConstant[C001]: 'ANIMTURNSCALE' (ID N/A) StateConstant[C002]: 'TURNCONTROLSCALE' (ID N/A) StateConstant[C003]: 'TURNCONTROLMAX' (ID N/A) StateConstant[C004]: 'MOVECONTROLVELOCITY' (ID N/A) StateConstant[C005]: 'MOVECONTROLMAXVELOCITY' (ID N/A) StateConstant[C006]: 'MOVECONTROLREDIRECTION' (ID N/A) StateConstant[C007]: 'NOGRAVITY' (ID N/A) StateConstant[C008]: 'MAKEZOOM' (ID N/A) StateConstant[C009]: 'STATEGROUP' (ID N/A) StateConstant[C010]: 'DEFENCE' (ID N/A) StateConstant[C011]: 'VIEWMODE' (ID N/A) StateConstant[C012]: 'POINTOFINTEREST' (ID N/A) StateConstant[C013]: 'TARGETINGDISABLED' (ID N/A) StateConstant[C014]: 'AUTOBLOCK' (ID N/A) StateConstant[C015]: 'POIOFFSET' (ID N/A) StateConstant[C016]: 'POISCALE' (ID N/A) StateConstant[C017]: 'RESPONSEIMMUNE_STARTTIME' (ID N/A) StateConstant[C018]: 'RESPONSEIMMUNE_ENDTIME' (ID N/A) StateConstant[C019]: 'TURNTOTARGETCORRECTION_STARTTIME0' (ID N/A) StateConstant[C020]: 'TURNTOTARGETCORRECTION_ENDTIME0' (ID N/A) StateConstant[C021]: 'TURNTOTARGETCORRECTION_OFFSET0' (ID N/A) StateConstant[C022]: 'TURNTOTARGETCORRECTION_VELOCITY0' (ID N/A) StateConstant[C023]: 'TURNTOTARGETCORRECTION_TYPE0' (ID N/A) StateConstant[C024]: 'TURNTOTARGETCORRECTION_STARTTIME1' (ID N/A) StateConstant[C025]: 'TURNTOTARGETCORRECTION_ENDTIME1' (ID N/A) StateConstant[C026]: 'TURNTOTARGETCORRECTION_OFFSET1' (ID N/A) StateConstant[C027]: 'TURNTOTARGETCORRECTION_VELOCITY1' (ID N/A) StateConstant[C028]: 'TURNTOTARGETCORRECTION_TYPE1' (ID N/A) StateConstant[C029]: 'TURNTOTARGETCORRECTION_STARTTIME2' (ID N/A) StateConstant[C030]: 'TURNTOTARGETCORRECTION_ENDTIME2' (ID N/A) StateConstant[C031]: 'TURNTOTARGETCORRECTION_OFFSET2' (ID N/A) StateConstant[C032]: 'TURNTOTARGETCORRECTION_VELOCITY2' (ID N/A) StateConstant[C033]: 'TURNTOTARGETCORRECTION_TYPE2' (ID N/A) StateConstant[C034]: 'ATTACK_ATTACKID0' (ID N/A) StateConstant[C035]: 'ATTACK_STARTTIME0' (ID N/A) StateConstant[C036]: 'ATTACK_ENDTIME0' (ID N/A) StateConstant[C037]: 'ATTACK_RESPONSEID0_0' (ID N/A) StateConstant[C038]: 'ATTACK_RESPONSEID0_1' (ID N/A) StateConstant[C039]: 'ATTACK_RESPONSEID0_2' (ID N/A) StateConstant[C040]: 'ATTACK_SLOT0' (ID N/A) StateConstant[C041]: 'ATTACK_DAMAGEMULTIPLIER0' (ID N/A) StateConstant[C042]: 'ATTACK_COLOR0' (ID N/A) StateConstant[C043]: 'ATTACK_ATTACKID1' (ID N/A) StateConstant[C044]: 'ATTACK_STARTTIME1' (ID N/A) StateConstant[C045]: 'ATTACK_ENDTIME1' (ID N/A) StateConstant[C046]: 'ATTACK_RESPONSEID1_0' (ID N/A) StateConstant[C047]: 'ATTACK_RESPONSEID1_1' (ID N/A) StateConstant[C048]: 'ATTACK_RESPONSEID1_2' (ID N/A) StateConstant[C049]: 'ATTACK_SLOT1' (ID N/A) StateConstant[C050]: 'ATTACK_DAMAGEMULTIPLIER1' (ID N/A) StateConstant[C051]: 'ATTACK_COLOR1' (ID N/A) StateConstant[C052]: 'ATTACK_ATTACKID2' (ID N/A) StateConstant[C053]: 'ATTACK_STARTTIME2' (ID N/A) StateConstant[C054]: 'ATTACK_ENDTIME2' (ID N/A) StateConstant[C055]: 'ATTACK_RESPONSEID2_0' (ID N/A) StateConstant[C056]: 'ATTACK_RESPONSEID2_1' (ID N/A) StateConstant[C057]: 'ATTACK_RESPONSEID2_2' (ID N/A) StateConstant[C058]: 'ATTACK_SLOT2' (ID N/A) StateConstant[C059]: 'ATTACK_DAMAGEMULTIPLIER2' (ID N/A) StateConstant[C060]: 'ATTACK_COLOR2' (ID N/A) StateConstant[C061]: 'LEFTSLOT' (ID N/A) StateConstant[C062]: 'RIGHTSLOT' (ID N/A) StateConstant[C063]: 'DISTANCETOTARGETCORRECTION_STARTTIME0' (ID N/A) StateConstant[C064]: 'DISTANCETOTARGETCORRECTION_ENDTIME0' (ID N/A) StateConstant[C065]: 'DISTANCETOTARGETCORRECTION_WANTEDDISTANCE0' (ID N/A) StateConstant[C066]: 'DISTANCETOTARGETCORRECTION_MINDISTANCE0' (ID N/A) StateConstant[C067]: 'DISTANCETOTARGETCORRECTION_MAXDISTANCE0' (ID N/A) StateConstant[C068]: 'DISTANCETOTARGETCORRECTION_TYPE0' (ID N/A) StateConstant[C069]: 'DISTANCETOTARGETCORRECTION_STARTTIME1' (ID N/A) StateConstant[C070]: 'DISTANCETOTARGETCORRECTION_ENDTIME1' (ID N/A) StateConstant[C071]: 'DISTANCETOTARGETCORRECTION_WANTEDDISTANCE1' (ID N/A) StateConstant[C072]: 'DISTANCETOTARGETCORRECTION_MINDISTANCE1' (ID N/A) StateConstant[C073]: 'DISTANCETOTARGETCORRECTION_MAXDISTANCE1' (ID N/A) StateConstant[C074]: 'DISTANCETOTARGETCORRECTION_TYPE1' (ID N/A) StateConstant[C075]: 'DISTANCETOTARGETCORRECTION_STARTTIME2' (ID N/A) StateConstant[C076]: 'DISTANCETOTARGETCORRECTION_ENDTIME2' (ID N/A) StateConstant[C077]: 'DISTANCETOTARGETCORRECTION_WANTEDDISTANCE2' (ID N/A) StateConstant[C078]: 'DISTANCETOTARGETCORRECTION_MINDISTANCE2' (ID N/A) StateConstant[C079]: 'DISTANCETOTARGETCORRECTION_MAXDISTANCE2' (ID N/A) StateConstant[C080]: 'DISTANCETOTARGETCORRECTION_TYPE2' (ID N/A) StateConstant[C081]: 'PICKUPSTARTTIME' (ID N/A) StateConstant[C082]: 'PICKUPENDTIME' (ID N/A) StateConstant[C083]: 'AIPAUSE' (ID N/A) }