Battle Display VM Static Decode

· 전투 기술 실행 · JSON · MD

Status: static-vm-walk-for-promoted-and-phase-table-player-actions

0xbc Movement Opcode

handler 0x0040e216. 0 means write current display object +0x1c/+0x20 directly; nonzero creates a child display VM object and writes motion deltas. position selector. Selectors 1..4 resolve a target slot range through 0x00433c99/0x00433dc0 before applying formulas. motion step divisor/count. The handler divides deltaX/deltaY by this byte and stores the child motion step.

selectortarget rangekind 1 formulakind 2 formulameaningevidence
0x00self slot onlyself.baseX(+0x8c), self.baseY(+0x90)self.baseX(+0x8c), self.baseY(+0x90)current battle actor base position; used as return/reset placement.0x0040e259 range=self +0xf2..+1; 0x0040e37e/0x0040e639 read current display +0x8c/+0x90.
0x01resolved target range from 0x00433c99/0x00433dc0target.base + ((target.e6-self.e6)<<18, (target.e7-self.e7)<<19)target.base + ((target.e6-self.e6)<<18, (target.e7-self.e7)<<19)target-relative center/size-adjusted placement.0x0040e39b/0x0040e656 compute target display size delta.
0x02resolved target range from 0x00433c99/0x00433dc0target.baseX + target.e6*8px, target.baseY + (target.e7-self.e7)*8pxtarget.baseX - self.e6*8px, target.baseY + (target.e7-self.e7)*8pxone target-side edge placement; side depends on actor kind.0x0040e3fc/0x0040e6b7 use target/current display width offsets.
0x03resolved target range from 0x00433c99/0x00433dc0target.baseX - self.e6*8px, target.baseY + (target.e7-self.e7)*8pxtarget.baseX + target.e6*8px, target.baseY + (target.e7-self.e7)*8pxopposite target-side edge placement.0x0040e450/0x0040e706 mirror selector 2.
0x04resolved target range from 0x00433c99/0x00433dc0fixedX=184px, target-relative YfixedX=456px, target-relative Yside-fixed screen X with target-relative Y.0x0040e49f fixed 0x00b80000; 0x0040e75a fixed 0x01c80000.
0x05special/current range; no target scan skipX=((0x4a-self.e6)*4+0x18), Y=((0x2a-self.e7)*4+0x08)X=((0x4a-self.e6)*4+0x18), Y=((0x2a-self.e7)*4+0x08)screen-size/display-size based fixed placement.0x0040e4d9/0x0040e794 use constants 0x4a, 0x2a, 0x18, 0x08.
0x06parent display object basedparent.baseX + (parent.e6-4)*4px, parent.baseY + (parent.e7*8-40)pxparent.baseX + (parent.e6-4)*4px, parent.baseY + (parent.e7*8-40)pxchild motion/display object attached to parent with -4 X correction.0x0040e51a/0x0040e7d5 read child parent +0xa0 then parent +0xf2/+0xe6/+0xe7.
0x07parent display object basedparent.baseX + (parent.e6-2)*4px, parent.baseY + (parent.e7*8-40)pxparent.baseX + (parent.e6-2)*4px, parent.baseY + (parent.e7*8-40)pxchild motion/display object attached to parent with -2 X correction.0x0040e581/0x0040e83c read child parent +0xa0 then parent +0xf2/+0xe6/+0xe7.

Display VM Runner

runner 0x00402321, dispatch table 0x00440538, cursor display object +0x40.

0x00402321 resets 0x55a1b8, reads the opcode byte from display object +0x40, dispatches through 0x00440538[opcode], and repeats until a handler sets the stop flag.

handlerrolesummary
0x0040239fdefault/skipadvance +0x40 by 4 when the opcode has no special handler.
0x004023b1free/stopfree the display object and set 0x55a1b8=1.
0x004023eewait/timerconsume display object +0x5e as a wait/timer gate.

Motion Opcode Consumers

ophandlerlenrolefieldssummary
0x1e0x004043c54simple x/y acceleration movement consumer+0x80/+0x84 target, +0x68/+0x6c acceleration, +0x74/+0x78 velocity, +0x1c/+0x20 positionCompares x/y position against target, adjusts velocity by acceleration sign, then adds velocity to position.
0x2c0x004058fb4axis-flag acceleration movement consumerbyte1 bits 0x01 x, 0x02 y, 0x04 z; +0x80/+0x84/+0x88 target; +0x68/+0x6c/+0x70 acceleration; +0x74/+0x78/+0x7c velocity; +0x1c/+0x20/+0x24 positionSame target-seeking acceleration as 0x1e, but per-axis selectable and includes z/height.
0x2d0x00405a094trigonometric oscillation/orbit movement consumerbyte1 low bits select axes; byte1 high bits mode 0 additive, mode 8 base-relative; +0x8c/+0x8e/+0x90 angle; +0x92/+0x94/+0x96 amplitude; +0x80/+0x84/+0x88 baseUses 0x428070/0x42819b sine/cosine-like helpers to offset or set x/y/z.
0x2e0x00405bde12angle field producerdword operands at script +4/+8 feed 0x4282bb; byte1 bits select +0x8c/+0x8e/+0x90 destinationComputes an angle from two 32-bit operands and writes it into one or more trigonometric motion angle fields.
0xbc0x0040e2164direct placement / child linear motion producerbyte1 mode, byte2 position selector, byte3 step divisor; writes +0x80/+0x84 target and +0x74/+0x78 step on child motion objectsGrounded selector formulas are listed separately in movementOpcode0xbc.
0xc00x0040ec004bounded axis-flag movement consumerbyte1 bits 0x01 x, 0x02 y, 0x04 z; same target/velocity fields as 0x2c plus boundary helpers 0x416c77/0x4173dbMoves selected axes using velocity/acceleration and clamps or bounces against calculated display bounds.

Resource/Descriptor Opcode Flow

ophandlercalleelenrolesummary
0x600x00407c930x004301304reset display resource/list stateClears 0x574531/0x574543/0x4576e8/0x574533, sets default visible slots 0x574538={0x11,0x12,0x13}, initializes order bytes 0x574540 and clears cached tile/state rows 0x574550..0x574554.
0x610x00407caa0x0043022d4rebuild/refresh active display resourcesWalks active resource slots, copies descriptor state through 0x402360, frees stale objects through 0x435c9d, and creates display VM objects with runner 0x402321 from descriptor table entries.
0x620x00407cc10x00431fe84register actor/resource idUses script byte1 as a resource/actor id. If absent from the active resource list, it appends it and creates display VM objects from the 0x442d95 descriptor pointer table.
0x630x00407ce50x004325414unregister actor/resource idUses script byte1 to remove matching active resource entries, free their display objects, compact the active list, and rebuild remaining display VM objects.
0x640x00407d09-8place/update active resource objectMatches active display object +0x16 against script byte6 (or 0xff wildcard), calls 0x424cd6 mode 2, writes tile position +0xe8/+0xea and fixed-point x/y/z from script words +2/+4, then maps byte7 to object +0x68 state selector.

Descriptor Table Sample

table 0x00442d95, active count 0x004576e8, active object table 0x0059db30.

sample index 0x2a, entry 0x00442e3d, descriptor 0x004f81e0, CNS zm_mk1.cns.

first dwords: 0x004f8260, 0x004f8280, 0x004f82fc, 0x004f8294, 0x004f82f8

Decoded Frame/Sound Summary

actorskillskill idphasestartframes0x24 WLK0xc2 WLKmovementrepeatstop
아타호호격권0x0a0x140x004d654021, 22, 25, 26, 26, 0WLK id 06WLK id 00idle/end marker at 0x004d662c
아타호호격권0x0b0x150x004d654021, 22, 25, 26, 26, 0WLK id 06WLK id 00idle/end marker at 0x004d662c
아타호호격권0x0c0x160x004d654021, 22, 23, 24, 25, 26, 26, 0WLK id 18, WLK id 06WLK id 00idle/end marker at 0x004d662c
아타호호격권0x0d0x170x004d654021, 22, 23, 24, 23, 24, 23, 24, 25, 26, 26, 0WLK id 18, WLK id 18, WLK id 18, WLK id 06WLK id 00idle/end marker at 0x004d662c
아타호맹호비상각0x0e0x180x004d66407, 0WLK id 16WLK id 04movement/s1/d32, movement/s0/d0idle/end marker at 0x004d66c8
아타호맹호비상각0x0f0x190x004d66407, 0WLK id 16WLK id 04movement/s1/d24, movement/s0/d0idle/end marker at 0x004d66c8
아타호맹호비상각0x100x1a0x004d66407, 0WLK id 16WLK id 04movement/s1/d16, movement/s0/d0idle/end marker at 0x004d66c8
아타호맹호비상각0x110x1b0x004d66407, 0WLK id 16WLK id 04movement/s1/d8, movement/s0/d0idle/end marker at 0x004d66c8
아타호폭전축0x120x1c0x004d66d43, 4, 4, 5, 6, 6, 3, 4, 0WLK id 05movement/s3/d0, movement/s0/d0idle/end marker at 0x004d67c8
아타호폭전축0x130x1d0x004d66d43, 4, 4, 5, 6, 6, 3, 4, 0WLK id 05movement/s3/d0, movement/s0/d0idle/end marker at 0x004d67c8
아타호퍽전축0x140x1e0x004d66d43, 4, 4, 5, 6, 6, 3, 4, 0WLK id 05, WLK id 04movement/s3/d0, movement/s0/d0idle/end marker at 0x004d67c8
아타호폭전축0x150x1f0x004d66d43, 4, 4, 5, 6, 6, 3, 4, 0WLK id 05, WLK id 04, WLK id 03movement/s3/d0, movement/s0/d0idle/end marker at 0x004d67c8
아타호맹호스페셜0x160x200x004d67e012, 13, 21, 22, 25, 26, 26, 0, 8, 9, 10, 11, 11, 0WLK id 03, WLK id 03, WLK id 04movement/s0/d0idle/end marker at 0x004d6a08
아타호맹호스페셜0x170x210x004d67e012, 13, 21, 22, 25, 26, 26, 0, 7, 0WLK id 03, WLK id 03, WLK id 05movement/s2/d4, movement/s0/d0idle/end marker at 0x004d6a08
아타호맹호스페셜0x180x220x004d67e012, 13, 21, 22, 25, 26, 26, 0, 8, 9, 10, 11, 11, 3, 4, 5, 6, 3, 4, 0WLK id 03, WLK id 03, WLK id 04, WLK id 04movement/s0/d0idle/end marker at 0x004d6a08
아타호맹호스페셜0x190x230x004d67e012, 13, 21, 22, 25, 26, 26, 0, 12, 13, 13, 0, 21, 22, 25, 26, 26, 8, 9, 10, 11, 11, 3, 4, 5, 6, 7, 0WLK id 03, WLK id 03, WLK id 03, WLK id 03, WLK id 05, WLK id 04, WLK id 05movement/s2/d4, movement/s0/d0idle/end marker at 0x004d6a08
아타호비기·맹호광파참0x1a0x240x004d6a140, 18, 19, 20, 20, 20, 0WLK id 22, WLK id 17WLK id 03, WLK id 03, WLK id 03movement/s4/d0, movement/s0/d0idle/end marker at 0x004d6b7c
아타호비기·맹호광파참0x1b0x250x004d6a140, 18, 19, 20, 20, 20, 0WLK id 22, WLK id 17WLK id 03, WLK id 03, WLK id 03movement/s4/d0, movement/s0/d0idle/end marker at 0x004d6b7c
아타호비기·맹호광파참0x1c0x260x004d6a140, 18, 19, 20, 20, 20, 20, 0WLK id 22, WLK id 17WLK id 03, WLK id 03, WLK id 03, WLK id 03movement/s4/d0, movement/s0/d0idle/end marker at 0x004d6b7c
아타호비기·맹호광파참0x1d0x270x004d6a140, 18, 19, 20, 20, 20, 20, 20, 0WLK id 22, WLK id 17WLK id 03, WLK id 03, WLK id 03, WLK id 03, WLK id 03movement/s4/d0, movement/s0/d0idle/end marker at 0x004d6b7c
아타호조금 취한 철권0x1e0x280x004d6bb843, 42, 43, 42, 41, 40, 0, 12, 13, 0WLK id 23, WLK id 23WLK id 03movement/s0/d0idle/end marker at 0x004d6ddc
아타호지옥 다리후리기0x1f0x290x004d6bb843, 42, 43, 42, 41, 40, 0, 0, 0, 51, 52, 52, 0WLK id 23, WLK id 23WLK id 18movement/s3/d0, movement/s0/d05@0x004d6c6cidle/end marker at 0x004d6ddc
아타호만취한 철권0x200x2a0x004d6bb843, 42, 43, 42, 41, 40, 0, 21, 22, 25, 26, 0WLK id 23, WLK id 23WLK id 03movement/s0/d0idle/end marker at 0x004d6ddc
아타호염가열소0x210x2b0x004d6bb843, 42, 43, 42, 41, 40, 0, 0, 35, 36, 37, 38, 0WLK id 23, WLK id 23WLK id 21movement/s3/d0, movement/s0/d0idle/end marker at 0x004d6ddc
아타호인사불성 철권0x220x2c0x004d6bb843, 42, 43, 42, 41, 40, 0, 0, 27, 28, 39, 39, 3, 4, 0WLK id 23, WLK id 23WLK id 05movement/s3/d0, movement/s0/d012@0x004d6d78, 12@0x004d6da8idle/end marker at 0x004d6ddc
아타호맹호난무0x230x2d0x004d6df413, 25, 26, 24, 27, 28, 39, 39, 4, 3, 0WLK id 18, WLK id 18WLK id 03movement/s0/d0idle/end marker at 0x004d709c
아타호맹호난무0x240x2e0x004d6df413, 25, 26, 24, 27, 28, 39, 39, 39, 4, 3, 0WLK id 18, WLK id 18WLK id 04movement/s0/d03@0x004d6ec4, 4@0x004d6edcidle/end marker at 0x004d709c
아타호맹호난무0x250x2f0x004d6df413, 25, 26, 24, 27, 28, 39, 39, 39, 39, 4, 3, 0WLK id 18, WLK id 18WLK id 05movement/s0/d06@0x004d6ec4, 8@0x004d6edcidle/end marker at 0x004d709c
아타호맹호난무0x260x300x004d6df413, 25, 26, 24, 27, 28, 27, 28, 27, 28, 27, 28, 39, 39, 39, 39, 4, 3, 0WLK id 18, WLK id 18, WLK id 53WLK id 05movement/s0/d06@0x004d6ec4, 8@0x004d6edcidle/end marker at 0x004d709c
아타호맹호의 울부짖음0x270x310x004d70a835, 36, 37, 38, 0WLK id 06WLK id 00movement/s0/d0idle/end marker at 0x004d7134
아타호맹호의 울부짖음0x280x320x004d70a835, 36, 37, 38, 0WLK id 06WLK id 00movement/s0/d0idle/end marker at 0x004d7134
아타호맹호의 울부짖음0x290x330x004d70a835, 36, 37, 38, 0WLK id 06WLK id 00movement/s0/d0idle/end marker at 0x004d7134
아타호맹호의 울부짖음0x2a0x340x004d70a835, 36, 37, 38, 0WLK id 06WLK id 00movement/s0/d0idle/end marker at 0x004d7134
아타호호포권0x2b0x350x004d714018, 19, 20, 0WLK id 22WLK id 03idle/end marker at 0x004d7230
아타호호포권0x2c0x360x004d714018, 19, 20, 0WLK id 22WLK id 04idle/end marker at 0x004d7230
아타호호포권0x2d0x370x004d714018, 19, 20, 0WLK id 22WLK id 04idle/end marker at 0x004d7230
아타호호포권0x2e0x380x004d714018, 19, 20, 0WLK id 22WLK id 05idle/end marker at 0x004d7230
아타호맹호룬룬권0x2f0x390x004d724044, 45, 46, 47, 44, 48, 49, 50, 0WLK id 32WLK id 03, WLK id 03movement/s0/d0idle/end marker at 0x004d7370
아타호맹호룬룬권0x300x3a0x004d724044, 45, 46, 47, 44, 48, 49, 50, 12, 13, 0WLK id 32WLK id 03, WLK id 03, WLK id 03movement/s0/d0idle/end marker at 0x004d7370
아타호맹호룬룬권0x310x3b0x004d724044, 45, 46, 47, 44, 48, 49, 50, 12, 13, 25, 26, 0WLK id 32WLK id 03, WLK id 03, WLK id 03, WLK id 03movement/s0/d0idle/end marker at 0x004d7370
아타호맹호룬룬권0x320x3c0x004d724044, 45, 46, 47, 44, 48, 49, 50, 12, 13, 25, 26, 8, 9, 10, 11, 0WLK id 32WLK id 03, WLK id 03, WLK id 03, WLK id 03, WLK id 04movement/s0/d0idle/end marker at 0x004d7370
린샹안면백조권0x090x130x004db2246, 7, 8, 9, 9, 16, 17, 18, 19, 19, 6, 7, 8, 9, 9, 3WLK id 03, WLK id 03, WLK id 03movement/s3/d0, movement/s0/d0idle/end marker at 0x004db54c
린샹안면백조권0x0a0x140x004db2246, 7, 8, 9, 9, 16, 17, 18, 19, 19, 33, 34, 38, 39, 39, 3WLK id 03, WLK id 03, WLK id 04movement/s3/d0, movement/s0/d0idle/end marker at 0x004db54c
린샹안면백조권0x0b0x150x004db2246, 7, 8, 9, 9, 16, 17, 18, 19, 19, 33, 34, 35, 36, 37, 35, 34, 41, 40, 3WLK id 03, WLK id 03, WLK id 04movement/s3/d0, movement/s0/d0idle/end marker at 0x004db54c
린샹안면백조권0x0c0x160x004db2246, 7, 8, 9, 9, 16, 17, 18, 19, 19, 33, 34, 38, 39, 39, 33, 34, 35, 36, 37, 35, 34, 42, 42, 41, 40, 3WLK id 03, WLK id 03, WLK id 04, WLK id 05movement/s3/d0, movement/s0/d0idle/end marker at 0x004db54c
린샹선렬각0x0d0x170x004db56412, 13, 10, 11, 14, 15, 15, 3WLK id 03, WLK id 03, WLK id 04movement/s0/d0idle/end marker at 0x004db748
린샹선렬각0x0e0x180x004db56412, 13, 10, 11, 14, 15, 12, 13, 13, 3WLK id 03, WLK id 03, WLK id 03, WLK id 04movement/s0/d0idle/end marker at 0x004db748
린샹선렬각0x0f0x190x004db56412, 13, 10, 11, 14, 15, 12, 13, 10, 11, 11, 3WLK id 03, WLK id 03, WLK id 03, WLK id 03, WLK id 04movement/s0/d0idle/end marker at 0x004db748
린샹선렬각0x100x1a0x004db56412, 13, 10, 11, 14, 15, 12, 13, 10, 11, 12, 13, 3WLK id 03, WLK id 03, WLK id 03, WLK id 03, WLK id 03, WLK id 05movement/s2/d4, movement/s0/d0idle/end marker at 0x004db748
린샹열화폭염권0x110x1b0x004db78422, 23, 23, 3WLK id 07WLK id 05idle/end marker at 0x004db81c
린샹열화폭염권0x120x1c0x004db78422, 23, 23, 23, 3WLK id 07, WLK id 07WLK id 05idle/end marker at 0x004db81c
린샹열화폭염권0x130x1d0x004db78422, 23, 23, 23, 23, 3WLK id 07, WLK id 07, WLK id 07WLK id 05idle/end marker at 0x004db81c
린샹열화폭염권0x140x1e0x004db78422, 23, 23, 23, 23, 23, 23, 3WLK id 07, WLK id 07, WLK id 07, WLK id 07, WLK id 07WLK id 05idle/end marker at 0x004db81c
린샹암각·영상승룡파0x150x1f0x004db82833, 34, 38, 39, 3WLK id 21WLK id 03movement/s3/d0, movement/s0/d03@0x004db8a4idle/end marker at 0x004db960
린샹암각·영상승룡파0x160x200x004db82833, 34, 38, 39, 39, 3WLK id 21WLK id 03, WLK id 03movement/s3/d0, movement/s0/d03@0x004db8a4idle/end marker at 0x004db960
린샹암각·영상승룡파0x170x210x004db82833, 34, 38, 39, 39, 39, 3WLK id 21WLK id 03, WLK id 03, WLK id 03movement/s3/d0, movement/s0/d03@0x004db8a4idle/end marker at 0x004db960
린샹암각·영상승룡파0x180x220x004db82833, 34, 38, 39, 39, 39, 39, 3WLK id 21WLK id 03, WLK id 03, WLK id 03, WLK id 03movement/s3/d0, movement/s0/d03@0x004db8a4, 5@0x004db924idle/end marker at 0x004db960
린샹고양이달래기0x1c0x260x004dbad024, 25, 3WLK id 35idle/end marker at 0x004dbb3c
린샹고양이달래기0x1d0x270x004dbad024, 25, 3WLK id 35idle/end marker at 0x004dbb3c
린샹고양이달래기0x1e0x280x004dbad024, 25, 3WLK id 35idle/end marker at 0x004dbb3c
린샹고양이달래기0x1f0x290x004dbad024, 25, 3WLK id 35idle/end marker at 0x004dbb3c
린샹유미쌍조0x200x2a0x004dbb5433, 34, 35, 36, 37, 35, 34, 3WLK id 03movement/s0/d0idle/end marker at 0x004dbdb8
린샹유미쌍조0x210x2b0x004dbb5433, 34, 35, 36, 37, 35, 34, 42, 42, 41, 40, 3WLK id 03movement/s0/d0idle/end marker at 0x004dbdb8
린샹유미쌍조0x220x2c0x004dbb5433, 34, 35, 36, 37, 35, 36, 37, 35, 34, 42, 42, 41, 40, 3WLK id 03movement/s0/d0idle/end marker at 0x004dbdb8
린샹유미쌍조0x230x2d0x004dbb5433, 34, 35, 36, 37, 35, 36, 37, 35, 36, 37, 35, 34, 42, 42, 41, 40, 3WLK id 03movement/s0/d0idle/end marker at 0x004dbdb8
린샹대폭진0x240x2e0x004dbde431, 31, 32, 32, 32, 3WLK id 29idle/end marker at 0x004dbf34
린샹대폭진0x250x2f0x004dbde431, 31, 32, 32, 32, 3WLK id 29idle/end marker at 0x004dbf34
린샹대폭진0x260x300x004dbde431, 31, 32, 32, 32, 3WLK id 29idle/end marker at 0x004dbf34
린샹대폭진0x270x310x004dbde431, 31, 31, 32, 32, 32, 3WLK id 29WLK id 29idle/end marker at 0x004dbf34
린샹암각·영상뢰화0x280x320x004dbf648, 9, 16, 17, 18, 19, 33, 34, 35, 36, 37, 35, 34, 3WLK id 18, WLK id 18WLK id 09movement/s0/d0idle/end marker at 0x004dc298
린샹암각·영상뢰화0x290x330x004dbf648, 9, 16, 17, 18, 19, 6, 7, 8, 9, 16, 17, 18, 19, 33, 34, 35, 36, 37, 35, 34, 42, 42, 41, 40, 3WLK id 18, WLK id 18, WLK id 18, WLK id 18WLK id 09movement/s0/d0idle/end marker at 0x004dc298
린샹암각·영상뢰화0x2a0x340x004dbf648, 9, 16, 17, 18, 19, 6, 7, 8, 9, 16, 17, 18, 19, 10, 11, 14, 15, 33, 34, 35, 36, 37, 35, 34, 42, 42, 41, 40, 3WLK id 18, WLK id 18, WLK id 18, WLK id 18, WLK id 18, WLK id 18WLK id 09movement/s0/d0idle/end marker at 0x004dc298
린샹암각·영상뢰화0x2b0x350x004dbf648, 9, 16, 17, 18, 19, 6, 7, 8, 9, 16, 17, 18, 19, 10, 11, 12, 13, 14, 15, 33, 34, 35, 36, 37, 35, 34, 42, 42, 41, 40, 3WLK id 18, WLK id 18, WLK id 18, WLK id 18, WLK id 18, WLK id 18, WLK id 18WLK id 09movement/s0/d0idle/end marker at 0x004dc298
린샹기공회복0x310x3b0x004dc41c29, 30, 31, 32, 3WLK id 10idle/end marker at 0x004dc494
린샹기공독치료0x320x3c0x004dc41c29, 30, 31, 32, 3WLK id 10idle/end marker at 0x004dc494
린샹기공대회복0x330x3d0x004dc41c29, 30, 31, 32, 3WLK id 10idle/end marker at 0x004dc494
린샹수경0x340x3e0x004dc41c29, 30, 31, 32, 3WLK id 10idle/end marker at 0x004dc494
스마슈대타격0x050x0f0x0052487419, 20, 21, 22, 22, 2WLK id 20movement/s0/d0idle/end marker at 0x005249c0
스마슈대타격0x060x100x0052487419, 20, 21, 22, 22, 2WLK id 20movement/s0/d0idle/end marker at 0x005249c0
스마슈대타격0x070x110x0052487419, 20, 21, 22, 22, 2WLK id 20movement/s0/d0idle/end marker at 0x005249c0
스마슈대타격0x080x120x0052487419, 20, 21, 22, 22, 2WLK id 20movement/s0/d0idle/end marker at 0x005249c0
스마슈쾌진격0x090x130x005249cc7, 8, 9, 2WLK id 24movement/s1/d20, movement/s0/d0idle/end marker at 0x00524a60
스마슈쾌진격0x0a0x140x005249cc7, 8, 9, 2WLK id 24movement/s1/d16, movement/s0/d0idle/end marker at 0x00524a60
스마슈쾌진격0x0b0x150x005249cc7, 8, 9, 2WLK id 24movement/s1/d12, movement/s0/d0idle/end marker at 0x00524a60
스마슈쾌진격0x0c0x160x005249cc7, 8, 9, 2WLK id 24movement/s2/d8, movement/s0/d0idle/end marker at 0x00524a60
스마슈비검·목단미인0x0d0x170x00524a6c26, 27, 28, 29, 2, 2WLK id 18WLK id 04movement/s2/d0, movement/s3/d0, movement/s0/d02@0x00524aa0idle/end marker at 0x00524be4
스마슈비검·목단미인0x0e0x180x00524a6c26, 27, 28, 29, 26, 27, 28, 29, 2, 2WLK id 18, WLK id 18WLK id 04movement/s2/d0, movement/s3/d0, movement/s0/d02@0x00524aa0, 2@0x00524ad4idle/end marker at 0x00524be4
스마슈비검·목단미인0x0f0x190x00524a6c26, 27, 28, 29, 26, 27, 28, 29, 26, 27, 28, 29, 2, 2WLK id 18, WLK id 18, WLK id 18WLK id 04movement/s2/d0, movement/s3/d0, movement/s0/d02@0x00524aa0, 2@0x00524ad4, 2@0x00524b08idle/end marker at 0x00524be4
스마슈비검·목단미인0x100x1a0x00524a6c26, 27, 28, 29, 26, 27, 28, 29, 26, 27, 28, 29, 26, 27, 28, 29, 2, 2WLK id 18, WLK id 18, WLK id 18, WLK id 18WLK id 04movement/s2/d0, movement/s3/d0, movement/s0/d02@0x00524aa0, 2@0x00524ad4, 2@0x00524b08, 4@0x00524b3cidle/end marker at 0x00524be4
스마슈백인일섬0x140x1e0x0052501c10, 11, 12, 13, 2WLK id 20idle/end marker at 0x005250dc
스마슈백인일섬0x150x1f0x0052501c10, 11, 12, 13, 2WLK id 20idle/end marker at 0x005250dc
스마슈백인일섬0x160x200x0052501c10, 11, 12, 13, 2WLK id 20idle/end marker at 0x005250dc
스마슈백인일섬0x170x210x0052501c10, 11, 12, 13, 2WLK id 20idle/end marker at 0x005250dc
스마슈인법·분신술0x180x220x005250e86, 4, 40, 41, 41, 41, 41, 41, 40, 4, 6, 2WLK id 15, WLK id 16WLK id 03, WLK id 03movement/s5/d0, movement/s0/d0idle/end marker at 0x00525318
스마슈인법·분신술0x190x230x005250e86, 4, 40, 41, 41, 41, 41, 41, 41, 40, 4, 6, 2WLK id 15, WLK id 16WLK id 03, WLK id 03, WLK id 03movement/s5/d0, movement/s0/d0idle/end marker at 0x00525318
스마슈인법·분신술0x1a0x240x005250e86, 4, 40, 41, 41, 41, 41, 41, 41, 41, 40, 4, 6, 2WLK id 15, WLK id 16WLK id 03, WLK id 03, WLK id 03, WLK id 03movement/s5/d0, movement/s0/d0idle/end marker at 0x00525318
스마슈인법·분신술0x1b0x250x005250e86, 4, 40, 41, 41, 41, 41, 41, 41, 41, 41, 40, 4, 6, 2WLK id 15, WLK id 16WLK id 03, WLK id 03, WLK id 03, WLK id 03, WLK id 03movement/s5/d0, movement/s0/d0idle/end marker at 0x00525318
스마슈비검·시공단0x1c0x260x005255442, 21, 22, 2WLK id 17WLK id 03idle/end marker at 0x0052571c
스마슈비검·시공단0x1d0x270x0052554421, 22, 16, 17, 17, 2WLK id 17WLK id 03idle/end marker at 0x0052571c
스마슈비검·시공단0x1e0x280x0052554421, 22, 16, 17, 21, 23, 24, 25, 22, 22, 2WLK id 17WLK id 04idle/end marker at 0x0052571c
스마슈비검·시공단0x1f0x290x0052554421, 22, 16, 17, 21, 21, 22, 16, 17, 17, 26, 27, 28, 29, 2, 2WLK id 17WLK id 042@0x005255c0idle/end marker at 0x0052571c
아타호정권0x010x0b0x004d639812, 13, 0WLK id 04idle/end marker at 0x004d63c8
아타호돌려차기0x020x0c0x004d63d48, 9, 10, 11, 0WLK id 04movement/s3/d0, movement/s0/d0idle/end marker at 0x004d641c
아타호던지기0x030x0d0x004d642851, 52, 0WLK id 18movement/s3/d0, movement/s0/d0idle/end marker at 0x004d6460
아타호다리후리기0x040x0e0x004d646c51, 52, 0WLK id 03idle/end marker at 0x004d649c
아타호마시기0x050x0f0x004d64a840, 41, 42, 43, 42, 43, 42, 43, 41, 40, 0WLK id 23, WLK id 23, WLK id 23idle/end marker at 0x004d6534
아타호마시기0x060x100x004d64a840, 41, 42, 43, 42, 43, 42, 43, 41, 40, 0WLK id 23, WLK id 23, WLK id 23idle/end marker at 0x004d6534
아타호마시기0x070x110x004d64a840, 41, 42, 43, 42, 43, 42, 43, 41, 40, 0WLK id 23, WLK id 23, WLK id 23idle/end marker at 0x004d6534
아타호마시기0x080x120x004d64a840, 41, 42, 43, 42, 43, 42, 43, 41, 40, 0WLK id 23, WLK id 23, WLK id 23idle/end marker at 0x004d6534
아타호마시기0x090x130x004d64a840, 41, 42, 43, 42, 43, 42, 43, 41, 40, 0WLK id 23, WLK id 23, WLK id 23idle/end marker at 0x004d6534
아타호비기·맹호유성각0x330x3d0x004d737c0, 0WLK id 16, WLK id 27WLK id 07movement/s0/d0idle/end marker at 0x004d7484
아타호비기·맹호유성각0x340x3e0x004d737c0, 0WLK id 16, WLK id 27WLK id 07movement/s0/d0idle/end marker at 0x004d7484
아타호비기·맹호유성각0x350x3f0x004d737c0, 0WLK id 16, WLK id 27WLK id 07movement/s0/d0idle/end marker at 0x004d7484
아타호비기·맹호유성각0x360x400x004d737c0, 0WLK id 16, WLK id 27WLK id 07movement/s0/d0idle/end marker at 0x004d7484
아타호주구격0x370x410x004d754440, 41, 42, 43, 42, 43, 42, 43, 41, 40, 40, 35, 36, 37, 38, 0WLK id 23, WLK id 23, WLK id 23, WLK id 31WLK id 18movement/s5/d0, movement/s0/d0idle/end marker at 0x004d7718
아타호취호염무0x380x420x004d754440, 41, 42, 43, 42, 43, 42, 43, 41, 40, 40, 35, 36, 37, 38, 0WLK id 23, WLK id 23, WLK id 23, WLK id 21WLK id 07movement/s5/d0, movement/s0/d0idle/end marker at 0x004d7718
아타호노익장 대폭발0x390x430x004d754440, 41, 42, 43, 42, 43, 42, 43, 41, 40, 40, 40, 52, 52, 52, 52, 52, 52, 52, 0WLK id 23, WLK id 23, WLK id 23, WLK id 06, WLK id 07, WLK id 07, WLK id 07, WLK id 07, WLK id 07, WLK id 29WLK id 00movement/s5/d0, movement/s0/d0idle/end marker at 0x004d7718
아타호도주0x3a0x440x004d77240idle/end marker at 0x004d7734
아타호방어0x3b0x450x004d77400, 2WLK id 11idle/end marker at 0x004d775c
아타호기합일발0x3c0x460x004d77680, 52WLK id 22idle/end marker at 0x004d7790
아타호천조족0x3d0x470x004d779c40, 41, 42, 43, 42, 43, 42, 43, 41, 40, 40, 0WLK id 23, WLK id 23, WLK id 23idle/end marker at 0x004d7854
아타호천조족0x3e0x480x004d779c40, 41, 42, 43, 42, 43, 42, 43, 41, 40, 40, 0WLK id 23, WLK id 23, WLK id 23idle/end marker at 0x004d7854
아타호주 백약지장0x3f0x490x004d786040, 41, 42, 43, 42, 43, 42, 43, 41, 40, 40, 0WLK id 23, WLK id 23, WLK id 23idle/end marker at 0x004d7918
아타호천조족0x400x4a0x004d779c40, 41, 42, 43, 42, 43, 42, 43, 41, 40, 40, 0WLK id 23, WLK id 23, WLK id 23idle/end marker at 0x004d7854
아타호천조족0x410x4b0x004d779c40, 41, 42, 43, 42, 43, 42, 43, 41, 40, 40, 0WLK id 23, WLK id 23, WLK id 23idle/end marker at 0x004d7854
린샹손톱공격0x010x0b0x004db06420, 21, 22, 23, 23, 3WLK id 03idle/end marker at 0x004db0ac
린샹하이킥0x020x0c0x004db0b810, 11, 11, 3WLK id 04idle/end marker at 0x004db0f0
린샹미들킥0x030x0d0x004db0fc12, 13, 13, 3WLK id 04idle/end marker at 0x004db134
린샹로 킥0x040x0e0x004db14014, 15, 15, 3WLK id 04idle/end marker at 0x004db188
린샹도발0x050x0f0x004daf2851, 52, 53, 51, 52, 53, 51, 52, 53, 54, 4, 5, 4movement/s0/d0idle/end marker at 0x004daf9c
린샹꼬챙이 꿰기0x060x100x004db1cc20, 21, 22, 23, 23, 3WLK id 04idle/end marker at 0x004db218
린샹꼬챙이 꿰기0x070x110x004db1cc20, 21, 22, 23, 23, 3WLK id 04idle/end marker at 0x004db218
린샹꼬챙이 꿰기0x080x120x004db1cc20, 21, 22, 23, 23, 3WLK id 04idle/end marker at 0x004db218
린샹빙조권0x190x230x004db82833, 34, 38, 39, 39, 39, 39, 3WLK id 21WLK id 03, WLK id 03, WLK id 03, WLK id 03movement/s3/d0, movement/s0/d03@0x004db8a4, 5@0x004db924idle/end marker at 0x004db960
린샹흑영권0x1a0x240x004db96c6, 7, 8, 9, 9, 3WLK id 18WLK id 08idle/end marker at 0x004db9e0
린샹맹호열지조0x1b0x250x004db9ec29, 30, 31, 32, 32, 3WLK id 17movement/s3/d0, movement/s0/d0idle/end marker at 0x004dba58
린샹창룡파0x2c0x360x004dbf406, 7, 8, 9, 16, 17, 18, 19, 6, 7, 8, 9, 16, 17, 18, 19, 10, 11, 12, 13, 14, 15, 33, 34, 35, 36, 37, 35, 34, 42, 42, 41, 40, 3WLK id 18, WLK id 18, WLK id 18, WLK id 18, WLK id 18, WLK id 18, WLK id 18WLK id 09movement/s5/d0, movement/s0/d0idle/end marker at 0x004dc298
린샹환영각0x2d0x370x004dc2a420, 21, 22, 23, 23, 3WLK id 18WLK id 08idle/end marker at 0x004dc300
린샹맹호단공아0x2e0x380x004dc30c12, 13, 3WLK id 05movement/s3/d8, movement/s0/d0idle/end marker at 0x004dc34c
린샹도주0x2f0x390x004dc35843, 44, 45, 46, 22, 23, 23, 3WLK id 31WLK id 05idle/end marker at 0x004dc3d4
린샹방어0x300x3a0x004dc3e03idle/end marker at 0x004dc3f0
스마슈베기0x010x0b0x0052479020, 21, 22, 2WLK id 03idle/end marker at 0x005247e0
스마슈마구베기0x020x0c0x0052479020, 21, 22, 2WLK id 03idle/end marker at 0x005247e0
스마슈마구베기0x030x0d0x005247ec23, 24, 25, 22, 22, 2WLK id 04idle/end marker at 0x0052484c
스마슈마구베기0x040x0e0x005247ec23, 24, 25, 22, 22, 2WLK id 04idle/end marker at 0x0052484c
스마슈정열의 붉은마검0x110x1b0x00524a6c26, 27, 28, 29, 26, 27, 28, 29, 26, 27, 28, 29, 26, 27, 28, 29, 2, 2WLK id 18, WLK id 18, WLK id 18, WLK id 18WLK id 04movement/s2/d0, movement/s3/d0, movement/s0/d02@0x00524aa0, 2@0x00524ad4, 2@0x00524b08, 4@0x00524b3cidle/end marker at 0x00524be4
스마슈절사어면0x120x1c0x00524c7023, 24, 25, 22, 2WLK id 07movement/s0/d0idle/end marker at 0x00524cd8
스마슈난도질0x130x1d0x00524ce47, 8, 9, 9, 9, 12, 13, 13, 18, 18, 2WLK id 20, WLK id 20, WLK id 20, WLK id 03movement/s4/d0, movement/s2/d12, movement/s0/d0idle/end marker at 0x00524dc8
스마슈열시섬0x200x2a0x0052554021, 22, 16, 17, 21, 21, 22, 16, 17, 17, 26, 27, 28, 29, 2, 2WLK id 17WLK id 042@0x005255c0idle/end marker at 0x0052571c
스마슈냉도투무0x210x2b0x0052572810, 11, 12, 13, 2WLK id 18WLK id 04movement/s5/d0, movement/s0/d0idle/end marker at 0x00525788
스마슈투신의 춤0x220x2c0x0052579412, 13, 16, 17, 12, 13, 13, 2WLK id 18WLK id 08idle/end marker at 0x00525820
스마슈도주0x230x2d0x0052582c26, 27, 28, 29, 32, 32, 26, 27, 28, 29, 3, 3, 26, 27, 28, 29, 30, 30, 2WLK id 18, WLK id 18, WLK id 18WLK id 05, WLK id 05, WLK id 05movement/s5/d0, movement/s0/d03@0x00525838, 3@0x005258a0, 3@0x00525908idle/end marker at 0x00525974
스마슈방어0x240x2e0x005259800idle/end marker at 0x00525990
스마슈눈요기0x250x2f0x0052599c2WLK id 11idle/end marker at 0x005259b0
스마슈인법·몸감추기0x260x300x005259bc3WLK id 22idle/end marker at 0x005259d0
스마슈신격방어0x270x310x005259dc6, 4, 40, 41WLK id 32idle/end marker at 0x00525a14

Instruction Details

아타호 · 호격권 · 0x0a
VAopkindlensummary
0x004d65400x21frame8set sprite=0x11, frame=21, gate=2, mode=0
0x004d65480x21frame8set sprite=0x11, frame=22, gate=4, mode=0
0x004d65500x13branch8byte conditional branch take if actor.skillId <= 0x0b -> 0x004d659c
0x004d659c0x12write8add display/actor field +0x1c, imm=0x00100000 (16px)
0x004d65a40x24effect-sound4effect/cast cue mode=0x01 WLK id 06; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d65a80x21frame8set sprite=0x11, frame=25, gate=2, mode=0
0x004d65b00x21frame8set sprite=0x11, frame=26, gate=2, mode=0
0x004d65b80x13branch8byte conditional branch take if actor.skillId == 0x0a -> 0x004d65ec
0x004d65ec0x21frame8set sprite=0x11, frame=26, gate=6, mode=0
0x004d65f40x13branch8byte conditional branch take if actor.skillId == 0x0a -> 0x004d6604
0x004d66040xc2sound4WLK id 00 (normal id 00, alt id 00, mode=2)
0x004d66080xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d66100xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d66180xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d661c0x12write8sub display/actor field +0x1c, imm=0x00100000 (16px)
0x004d66240x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d662c0x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 호격권 · 0x0b
VAopkindlensummary
0x004d65400x21frame8set sprite=0x11, frame=21, gate=2, mode=0
0x004d65480x21frame8set sprite=0x11, frame=22, gate=4, mode=0
0x004d65500x13branch8byte conditional branch take if actor.skillId <= 0x0b -> 0x004d659c
0x004d659c0x12write8add display/actor field +0x1c, imm=0x00100000 (16px)
0x004d65a40x24effect-sound4effect/cast cue mode=0x01 WLK id 06; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d65a80x21frame8set sprite=0x11, frame=25, gate=2, mode=0
0x004d65b00x21frame8set sprite=0x11, frame=26, gate=2, mode=0
0x004d65b80x13branch8byte conditional branch skip if actor.skillId == 0x0a -> 0x004d65ec
0x004d65c00x13branch8byte conditional branch skip if actor.skillId == 0x0d -> 0x004d65e8
0x004d65c80x13branch8byte conditional branch skip if actor.skillId == 0x0c -> 0x004d65dc
0x004d65d00xbdcleanup/helper4helper-call id=112; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004d65d40x03jump8jump 0x004d65ec
0x004d65ec0x21frame8set sprite=0x11, frame=26, gate=6, mode=0
0x004d65f40x13branch8byte conditional branch skip if actor.skillId == 0x0a -> 0x004d6604
0x004d65fc0xc1wait8actor flag barrier mode=0, mask=0x00000002
0x004d66040xc2sound4WLK id 00 (normal id 00, alt id 00, mode=2)
0x004d66080xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d66100xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d66180xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d661c0x12write8sub display/actor field +0x1c, imm=0x00100000 (16px)
0x004d66240x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d662c0x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 호격권 · 0x0c
VAopkindlensummary
0x004d65400x21frame8set sprite=0x11, frame=21, gate=2, mode=0
0x004d65480x21frame8set sprite=0x11, frame=22, gate=4, mode=0
0x004d65500x13branch8byte conditional branch skip if actor.skillId <= 0x0b -> 0x004d659c
0x004d65580x13branch8byte conditional branch take if actor.skillId <= 0x0c -> 0x004d6588
0x004d65880x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d658c0x21frame8set sprite=0x11, frame=23, gate=2, mode=0
0x004d65940x21frame8set sprite=0x11, frame=24, gate=2, mode=0
0x004d659c0x12write8add display/actor field +0x1c, imm=0x00100000 (16px)
0x004d65a40x24effect-sound4effect/cast cue mode=0x01 WLK id 06; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d65a80x21frame8set sprite=0x11, frame=25, gate=2, mode=0
0x004d65b00x21frame8set sprite=0x11, frame=26, gate=2, mode=0
0x004d65b80x13branch8byte conditional branch skip if actor.skillId == 0x0a -> 0x004d65ec
0x004d65c00x13branch8byte conditional branch skip if actor.skillId == 0x0d -> 0x004d65e8
0x004d65c80x13branch8byte conditional branch take if actor.skillId == 0x0c -> 0x004d65dc
0x004d65dc0xbdcleanup/helper4helper-call id=113; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004d65e00x03jump8jump 0x004d65ec
0x004d65ec0x21frame8set sprite=0x11, frame=26, gate=6, mode=0
0x004d65f40x13branch8byte conditional branch skip if actor.skillId == 0x0a -> 0x004d6604
0x004d65fc0xc1wait8actor flag barrier mode=0, mask=0x00000002
0x004d66040xc2sound4WLK id 00 (normal id 00, alt id 00, mode=2)
0x004d66080xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d66100xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d66180xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d661c0x12write8sub display/actor field +0x1c, imm=0x00100000 (16px)
0x004d66240x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d662c0x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 호격권 · 0x0d
VAopkindlensummary
0x004d65400x21frame8set sprite=0x11, frame=21, gate=2, mode=0
0x004d65480x21frame8set sprite=0x11, frame=22, gate=4, mode=0
0x004d65500x13branch8byte conditional branch skip if actor.skillId <= 0x0b -> 0x004d659c
0x004d65580x13branch8byte conditional branch skip if actor.skillId <= 0x0c -> 0x004d6588
0x004d65600x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d65640x21frame8set sprite=0x11, frame=23, gate=2, mode=0
0x004d656c0x21frame8set sprite=0x11, frame=24, gate=2, mode=0
0x004d65740x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d65780x21frame8set sprite=0x11, frame=23, gate=2, mode=0
0x004d65800x21frame8set sprite=0x11, frame=24, gate=2, mode=0
0x004d65880x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d658c0x21frame8set sprite=0x11, frame=23, gate=2, mode=0
0x004d65940x21frame8set sprite=0x11, frame=24, gate=2, mode=0
0x004d659c0x12write8add display/actor field +0x1c, imm=0x00100000 (16px)
0x004d65a40x24effect-sound4effect/cast cue mode=0x01 WLK id 06; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d65a80x21frame8set sprite=0x11, frame=25, gate=2, mode=0
0x004d65b00x21frame8set sprite=0x11, frame=26, gate=2, mode=0
0x004d65b80x13branch8byte conditional branch skip if actor.skillId == 0x0a -> 0x004d65ec
0x004d65c00x13branch8byte conditional branch take if actor.skillId == 0x0d -> 0x004d65e8
0x004d65e80xbdcleanup/helper4helper-call id=114; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004d65ec0x21frame8set sprite=0x11, frame=26, gate=6, mode=0
0x004d65f40x13branch8byte conditional branch skip if actor.skillId == 0x0a -> 0x004d6604
0x004d65fc0xc1wait8actor flag barrier mode=0, mask=0x00000002
0x004d66040xc2sound4WLK id 00 (normal id 00, alt id 00, mode=2)
0x004d66080xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d66100xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d66180xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d661c0x12write8sub display/actor field +0x1c, imm=0x00100000 (16px)
0x004d66240x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d662c0x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 맹호비상각 · 0x0e
VAopkindlensummary
0x004d66400x24effect-sound4effect/cast cue mode=0x01 WLK id 16; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d66440x13branch8byte conditional branch skip if actor.skillId == 0x11 -> 0x004d6698
0x004d664c0x13branch8byte conditional branch skip if actor.skillId == 0x10 -> 0x004d6684
0x004d66540x13branch8byte conditional branch skip if actor.skillId == 0x0f -> 0x004d6670
0x004d665c0xbcmovement4interpolated child motion mode=1, selector=1, stepDivisor=32: target-relative center/size-adjusted placement.
0x004d66600x21frame8set sprite=0x11, frame=7, gate=32, mode=0
0x004d66680x03jump8jump 0x004d66a4
0x004d66a40xc2sound4WLK id 04 (normal id 04, alt id 14, mode=0)
0x004d66a80xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d66b00xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d66b80xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d66bc0xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004d66c00x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d66c80x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 맹호비상각 · 0x0f
VAopkindlensummary
0x004d66400x24effect-sound4effect/cast cue mode=0x01 WLK id 16; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d66440x13branch8byte conditional branch skip if actor.skillId == 0x11 -> 0x004d6698
0x004d664c0x13branch8byte conditional branch skip if actor.skillId == 0x10 -> 0x004d6684
0x004d66540x13branch8byte conditional branch take if actor.skillId == 0x0f -> 0x004d6670
0x004d66700xbcmovement4interpolated child motion mode=1, selector=1, stepDivisor=24: target-relative center/size-adjusted placement.
0x004d66740x21frame8set sprite=0x11, frame=7, gate=24, mode=0
0x004d667c0x03jump8jump 0x004d66a4
0x004d66a40xc2sound4WLK id 04 (normal id 04, alt id 14, mode=0)
0x004d66a80xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d66b00xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d66b80xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d66bc0xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004d66c00x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d66c80x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 맹호비상각 · 0x10
VAopkindlensummary
0x004d66400x24effect-sound4effect/cast cue mode=0x01 WLK id 16; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d66440x13branch8byte conditional branch skip if actor.skillId == 0x11 -> 0x004d6698
0x004d664c0x13branch8byte conditional branch take if actor.skillId == 0x10 -> 0x004d6684
0x004d66840xbcmovement4interpolated child motion mode=2, selector=1, stepDivisor=16: target-relative center/size-adjusted placement.
0x004d66880x21frame8set sprite=0x11, frame=7, gate=16, mode=0
0x004d66900x03jump8jump 0x004d66a4
0x004d66a40xc2sound4WLK id 04 (normal id 04, alt id 14, mode=0)
0x004d66a80xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d66b00xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d66b80xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d66bc0xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004d66c00x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d66c80x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 맹호비상각 · 0x11
VAopkindlensummary
0x004d66400x24effect-sound4effect/cast cue mode=0x01 WLK id 16; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d66440x13branch8byte conditional branch take if actor.skillId == 0x11 -> 0x004d6698
0x004d66980xbcmovement4interpolated child motion mode=3, selector=1, stepDivisor=8: target-relative center/size-adjusted placement.
0x004d669c0x21frame8set sprite=0x11, frame=7, gate=8, mode=0
0x004d66a40xc2sound4WLK id 04 (normal id 04, alt id 14, mode=0)
0x004d66a80xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d66b00xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d66b80xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d66bc0xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004d66c00x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d66c80x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 폭전축 · 0x12
VAopkindlensummary
0x004d66d40xbcmovement4direct placement selector=3: opposite target-side edge placement.
0x004d66d80x21frame8set sprite=0x11, frame=3, gate=2, mode=0
0x004d66e00x21frame8set sprite=0x11, frame=4, gate=3, mode=0
0x004d66e80x13branch8byte conditional branch take if actor.skillId == 0x12 -> 0x004d671c
0x004d671c0x21frame8set sprite=0x11, frame=4, gate=1, mode=0
0x004d67240x12write8add display/actor field +0x1c, imm=0xffe00000 (-32px)
0x004d672c0x12write8add display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d67340x21frame8set sprite=0x11, frame=5, gate=2, mode=0
0x004d673c0xc2sound4WLK id 05 (normal id 05, alt id 14, mode=0)
0x004d67400xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d67480xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d67500xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d67540x21frame8set sprite=0x11, frame=6, gate=2, mode=0
0x004d675c0x13branch8byte conditional branch take if actor.skillId <= 0x13 -> 0x004d677c
0x004d677c0x21frame8set sprite=0x11, frame=6, gate=2, mode=0
0x004d67840x13branch8byte conditional branch take if actor.skillId <= 0x14 -> 0x004d67a4
0x004d67a40x12write8sub display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d67ac0x21frame8set sprite=0x11, frame=3, gate=2, mode=0
0x004d67b40x21frame8set sprite=0x11, frame=4, gate=4, mode=0
0x004d67bc0x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d67c40xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004d67c80x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 폭전축 · 0x13
VAopkindlensummary
0x004d66d40xbcmovement4direct placement selector=3: opposite target-side edge placement.
0x004d66d80x21frame8set sprite=0x11, frame=3, gate=2, mode=0
0x004d66e00x21frame8set sprite=0x11, frame=4, gate=3, mode=0
0x004d66e80x13branch8byte conditional branch skip if actor.skillId == 0x12 -> 0x004d671c
0x004d66f00x13branch8byte conditional branch skip if actor.skillId == 0x15 -> 0x004d6718
0x004d66f80x13branch8byte conditional branch skip if actor.skillId == 0x14 -> 0x004d670c
0x004d67000xbdcleanup/helper4helper-call id=115; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004d67040x03jump8jump 0x004d671c
0x004d671c0x21frame8set sprite=0x11, frame=4, gate=1, mode=0
0x004d67240x12write8add display/actor field +0x1c, imm=0xffe00000 (-32px)
0x004d672c0x12write8add display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d67340x21frame8set sprite=0x11, frame=5, gate=2, mode=0
0x004d673c0xc2sound4WLK id 05 (normal id 05, alt id 14, mode=0)
0x004d67400xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d67480xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d67500xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d67540x21frame8set sprite=0x11, frame=6, gate=2, mode=0
0x004d675c0x13branch8byte conditional branch take if actor.skillId <= 0x13 -> 0x004d677c
0x004d677c0x21frame8set sprite=0x11, frame=6, gate=2, mode=0
0x004d67840x13branch8byte conditional branch take if actor.skillId <= 0x14 -> 0x004d67a4
0x004d67a40x12write8sub display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d67ac0x21frame8set sprite=0x11, frame=3, gate=2, mode=0
0x004d67b40x21frame8set sprite=0x11, frame=4, gate=4, mode=0
0x004d67bc0x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d67c40xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004d67c80x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 퍽전축 · 0x14
VAopkindlensummary
0x004d66d40xbcmovement4direct placement selector=3: opposite target-side edge placement.
0x004d66d80x21frame8set sprite=0x11, frame=3, gate=2, mode=0
0x004d66e00x21frame8set sprite=0x11, frame=4, gate=3, mode=0
0x004d66e80x13branch8byte conditional branch skip if actor.skillId == 0x12 -> 0x004d671c
0x004d66f00x13branch8byte conditional branch skip if actor.skillId == 0x15 -> 0x004d6718
0x004d66f80x13branch8byte conditional branch take if actor.skillId == 0x14 -> 0x004d670c
0x004d670c0xbdcleanup/helper4helper-call id=116; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004d67100x03jump8jump 0x004d671c
0x004d671c0x21frame8set sprite=0x11, frame=4, gate=1, mode=0
0x004d67240x12write8add display/actor field +0x1c, imm=0xffe00000 (-32px)
0x004d672c0x12write8add display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d67340x21frame8set sprite=0x11, frame=5, gate=2, mode=0
0x004d673c0xc2sound4WLK id 05 (normal id 05, alt id 14, mode=0)
0x004d67400xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d67480xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d67500xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d67540x21frame8set sprite=0x11, frame=6, gate=2, mode=0
0x004d675c0x13branch8byte conditional branch skip if actor.skillId <= 0x13 -> 0x004d677c
0x004d67640xc2sound4WLK id 04 (normal id 04, alt id 14, mode=0)
0x004d67680xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d67700xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d67780xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d677c0x21frame8set sprite=0x11, frame=6, gate=2, mode=0
0x004d67840x13branch8byte conditional branch take if actor.skillId <= 0x14 -> 0x004d67a4
0x004d67a40x12write8sub display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d67ac0x21frame8set sprite=0x11, frame=3, gate=2, mode=0
0x004d67b40x21frame8set sprite=0x11, frame=4, gate=4, mode=0
0x004d67bc0x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d67c40xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004d67c80x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 폭전축 · 0x15
VAopkindlensummary
0x004d66d40xbcmovement4direct placement selector=3: opposite target-side edge placement.
0x004d66d80x21frame8set sprite=0x11, frame=3, gate=2, mode=0
0x004d66e00x21frame8set sprite=0x11, frame=4, gate=3, mode=0
0x004d66e80x13branch8byte conditional branch skip if actor.skillId == 0x12 -> 0x004d671c
0x004d66f00x13branch8byte conditional branch take if actor.skillId == 0x15 -> 0x004d6718
0x004d67180xbdcleanup/helper4helper-call id=117; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004d671c0x21frame8set sprite=0x11, frame=4, gate=1, mode=0
0x004d67240x12write8add display/actor field +0x1c, imm=0xffe00000 (-32px)
0x004d672c0x12write8add display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d67340x21frame8set sprite=0x11, frame=5, gate=2, mode=0
0x004d673c0xc2sound4WLK id 05 (normal id 05, alt id 14, mode=0)
0x004d67400xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d67480xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d67500xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d67540x21frame8set sprite=0x11, frame=6, gate=2, mode=0
0x004d675c0x13branch8byte conditional branch skip if actor.skillId <= 0x13 -> 0x004d677c
0x004d67640xc2sound4WLK id 04 (normal id 04, alt id 14, mode=0)
0x004d67680xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d67700xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d67780xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d677c0x21frame8set sprite=0x11, frame=6, gate=2, mode=0
0x004d67840x13branch8byte conditional branch skip if actor.skillId <= 0x14 -> 0x004d67a4
0x004d678c0xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004d67900xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d67980xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d67a00xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d67a40x12write8sub display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d67ac0x21frame8set sprite=0x11, frame=3, gate=2, mode=0
0x004d67b40x21frame8set sprite=0x11, frame=4, gate=4, mode=0
0x004d67bc0x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d67c40xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004d67c80x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 맹호스페셜 · 0x16
VAopkindlensummary
0x004d67e00x21frame8set sprite=0x11, frame=12, gate=2, mode=0
0x004d67e80xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004d67ec0x21frame8set sprite=0x11, frame=13, gate=2, mode=0
0x004d67f40xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d67fc0xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d68040xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d68080x21frame8set sprite=0x11, frame=21, gate=2, mode=0
0x004d68100x21frame8set sprite=0x11, frame=22, gate=2, mode=0
0x004d68180x12write8add display/actor field +0x1c, imm=0x00100000 (16px)
0x004d68200x21frame8set sprite=0x11, frame=25, gate=2, mode=0
0x004d68280x21frame8set sprite=0x11, frame=26, gate=2, mode=0
0x004d68300xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004d68340xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d683c0xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d68440xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d68480x21frame8set sprite=0x11, frame=26, gate=2, mode=0
0x004d68500x12write8sub display/actor field +0x1c, imm=0x00100000 (16px)
0x004d68580x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d68600x13branch8byte conditional branch skip if actor.skillId == 0x17 -> 0x004d69d8
0x004d68680x13branch8byte conditional branch take if actor.skillId != 0x19 -> 0x004d68f8
0x004d68f80x21frame8set sprite=0x11, frame=8, gate=4, mode=0
0x004d69000x21frame8set sprite=0x11, frame=9, gate=2, mode=0
0x004d69080x21frame8set sprite=0x11, frame=10, gate=4, mode=0
0x004d69100x21frame8set sprite=0x11, frame=11, gate=2, mode=0
0x004d69180x13branch8byte conditional branch skip if actor.skillId == 0x19 -> 0x004d692c
0x004d69200xc2sound4WLK id 04 (normal id 04, alt id 14, mode=0)
0x004d69240x03jump8jump 0x004d6930
0x004d69300xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d69380xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d69400xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d69440x21frame8set sprite=0x11, frame=11, gate=2, mode=0
0x004d694c0x13branch8byte conditional branch take if actor.skillId == 0x16 -> 0x004d69fc
0x004d69fc0x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d6a040xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004d6a080x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 맹호스페셜 · 0x17
VAopkindlensummary
0x004d67e00x21frame8set sprite=0x11, frame=12, gate=2, mode=0
0x004d67e80xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004d67ec0x21frame8set sprite=0x11, frame=13, gate=2, mode=0
0x004d67f40xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d67fc0xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d68040xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d68080x21frame8set sprite=0x11, frame=21, gate=2, mode=0
0x004d68100x21frame8set sprite=0x11, frame=22, gate=2, mode=0
0x004d68180x12write8add display/actor field +0x1c, imm=0x00100000 (16px)
0x004d68200x21frame8set sprite=0x11, frame=25, gate=2, mode=0
0x004d68280x21frame8set sprite=0x11, frame=26, gate=2, mode=0
0x004d68300xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004d68340xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d683c0xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d68440xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d68480x21frame8set sprite=0x11, frame=26, gate=2, mode=0
0x004d68500x12write8sub display/actor field +0x1c, imm=0x00100000 (16px)
0x004d68580x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d68600x13branch8byte conditional branch take if actor.skillId == 0x17 -> 0x004d69d8
0x004d69d80xbcmovement4interpolated child motion mode=1, selector=2, stepDivisor=4: one target-side edge placement; side depends on actor kind.
0x004d69dc0x21frame8set sprite=0x11, frame=7, gate=4, mode=0
0x004d69e40xc2sound4WLK id 05 (normal id 05, alt id 14, mode=0)
0x004d69e80xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d69f00xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d69f80xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d69fc0x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d6a040xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004d6a080x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 맹호스페셜 · 0x18
VAopkindlensummary
0x004d67e00x21frame8set sprite=0x11, frame=12, gate=2, mode=0
0x004d67e80xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004d67ec0x21frame8set sprite=0x11, frame=13, gate=2, mode=0
0x004d67f40xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d67fc0xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d68040xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d68080x21frame8set sprite=0x11, frame=21, gate=2, mode=0
0x004d68100x21frame8set sprite=0x11, frame=22, gate=2, mode=0
0x004d68180x12write8add display/actor field +0x1c, imm=0x00100000 (16px)
0x004d68200x21frame8set sprite=0x11, frame=25, gate=2, mode=0
0x004d68280x21frame8set sprite=0x11, frame=26, gate=2, mode=0
0x004d68300xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004d68340xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d683c0xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d68440xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d68480x21frame8set sprite=0x11, frame=26, gate=2, mode=0
0x004d68500x12write8sub display/actor field +0x1c, imm=0x00100000 (16px)
0x004d68580x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d68600x13branch8byte conditional branch skip if actor.skillId == 0x17 -> 0x004d69d8
0x004d68680x13branch8byte conditional branch take if actor.skillId != 0x19 -> 0x004d68f8
0x004d68f80x21frame8set sprite=0x11, frame=8, gate=4, mode=0
0x004d69000x21frame8set sprite=0x11, frame=9, gate=2, mode=0
0x004d69080x21frame8set sprite=0x11, frame=10, gate=4, mode=0
0x004d69100x21frame8set sprite=0x11, frame=11, gate=2, mode=0
0x004d69180x13branch8byte conditional branch skip if actor.skillId == 0x19 -> 0x004d692c
0x004d69200xc2sound4WLK id 04 (normal id 04, alt id 14, mode=0)
0x004d69240x03jump8jump 0x004d6930
0x004d69300xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d69380xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d69400xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d69440x21frame8set sprite=0x11, frame=11, gate=2, mode=0
0x004d694c0x13branch8byte conditional branch skip if actor.skillId == 0x16 -> 0x004d69fc
0x004d69540x21frame8set sprite=0x11, frame=3, gate=2, mode=0
0x004d695c0x21frame8set sprite=0x11, frame=4, gate=4, mode=0
0x004d69640x12write8add display/actor field +0x1c, imm=0xffe00000 (-32px)
0x004d696c0x12write8add display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d69740x21frame8set sprite=0x11, frame=5, gate=2, mode=0
0x004d697c0x21frame8set sprite=0x11, frame=6, gate=2, mode=0
0x004d69840xc2sound4WLK id 04 (normal id 04, alt id 14, mode=0)
0x004d69880xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d69900xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d69980xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d699c0x13branch8byte conditional branch skip if actor.skillId == 0x19 -> 0x004d69c4
0x004d69a40x12write8sub display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d69ac0x21frame8set sprite=0x11, frame=3, gate=2, mode=0
0x004d69b40x21frame8set sprite=0x11, frame=4, gate=4, mode=0
0x004d69bc0x13branch8byte conditional branch take if actor.skillId == 0x18 -> 0x004d69fc
0x004d69fc0x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d6a040xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004d6a080x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 맹호스페셜 · 0x19
VAopkindlensummary
0x004d67e00x21frame8set sprite=0x11, frame=12, gate=2, mode=0
0x004d67e80xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004d67ec0x21frame8set sprite=0x11, frame=13, gate=2, mode=0
0x004d67f40xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d67fc0xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d68040xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d68080x21frame8set sprite=0x11, frame=21, gate=2, mode=0
0x004d68100x21frame8set sprite=0x11, frame=22, gate=2, mode=0
0x004d68180x12write8add display/actor field +0x1c, imm=0x00100000 (16px)
0x004d68200x21frame8set sprite=0x11, frame=25, gate=2, mode=0
0x004d68280x21frame8set sprite=0x11, frame=26, gate=2, mode=0
0x004d68300xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004d68340xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d683c0xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d68440xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d68480x21frame8set sprite=0x11, frame=26, gate=2, mode=0
0x004d68500x12write8sub display/actor field +0x1c, imm=0x00100000 (16px)
0x004d68580x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d68600x13branch8byte conditional branch skip if actor.skillId == 0x17 -> 0x004d69d8
0x004d68680x13branch8byte conditional branch skip if actor.skillId != 0x19 -> 0x004d68f8
0x004d68700x21frame8set sprite=0x11, frame=12, gate=2, mode=0
0x004d68780x21frame8set sprite=0x11, frame=13, gate=2, mode=0
0x004d68800xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004d68840xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d688c0xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d68940xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d68980x21frame8set sprite=0x11, frame=13, gate=2, mode=0
0x004d68a00x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d68a80x21frame8set sprite=0x11, frame=21, gate=2, mode=0
0x004d68b00x21frame8set sprite=0x11, frame=22, gate=4, mode=0
0x004d68b80x12write8add display/actor field +0x1c, imm=0x00100000 (16px)
0x004d68c00x21frame8set sprite=0x11, frame=25, gate=2, mode=0
0x004d68c80x21frame8set sprite=0x11, frame=26, gate=2, mode=0
0x004d68d00xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004d68d40xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d68dc0xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d68e40xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d68e80x21frame8set sprite=0x11, frame=26, gate=2, mode=0
0x004d68f00x12write8sub display/actor field +0x1c, imm=0x00100000 (16px)
0x004d68f80x21frame8set sprite=0x11, frame=8, gate=4, mode=0
0x004d69000x21frame8set sprite=0x11, frame=9, gate=2, mode=0
0x004d69080x21frame8set sprite=0x11, frame=10, gate=4, mode=0
0x004d69100x21frame8set sprite=0x11, frame=11, gate=2, mode=0
0x004d69180x13branch8byte conditional branch take if actor.skillId == 0x19 -> 0x004d692c
0x004d692c0xc2sound4WLK id 05 (normal id 05, alt id 14, mode=0)
0x004d69300xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d69380xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d69400xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d69440x21frame8set sprite=0x11, frame=11, gate=2, mode=0
0x004d694c0x13branch8byte conditional branch skip if actor.skillId == 0x16 -> 0x004d69fc
0x004d69540x21frame8set sprite=0x11, frame=3, gate=2, mode=0
0x004d695c0x21frame8set sprite=0x11, frame=4, gate=4, mode=0
0x004d69640x12write8add display/actor field +0x1c, imm=0xffe00000 (-32px)
0x004d696c0x12write8add display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d69740x21frame8set sprite=0x11, frame=5, gate=2, mode=0
0x004d697c0x21frame8set sprite=0x11, frame=6, gate=2, mode=0
0x004d69840xc2sound4WLK id 04 (normal id 04, alt id 14, mode=0)
0x004d69880xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d69900xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d69980xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d699c0x13branch8byte conditional branch take if actor.skillId == 0x19 -> 0x004d69c4
0x004d69c40x12write8sub display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d69cc0xbcmovement4interpolated child motion mode=4, selector=2, stepDivisor=4: one target-side edge placement; side depends on actor kind.
0x004d69d00x03jump8jump 0x004d69dc
0x004d69dc0x21frame8set sprite=0x11, frame=7, gate=4, mode=0
0x004d69e40xc2sound4WLK id 05 (normal id 05, alt id 14, mode=0)
0x004d69e80xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d69f00xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d69f80xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d69fc0x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d6a040xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004d6a080x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 비기·맹호광파참 · 0x1a
VAopkindlensummary
0x004d6a140xbcmovement4direct placement selector=4: side-fixed screen X with target-relative Y.
0x004d6a180x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d6a200x21frame8set sprite=0x11, frame=18, gate=2, mode=0
0x004d6a280x24effect-sound4effect/cast cue mode=0x01 WLK id 22; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d6a2c0x13branch8byte conditional branch skip if actor.skillId == 0x1d -> 0x004d6a68
0x004d6a340x13branch8byte conditional branch skip if actor.skillId == 0x1c -> 0x004d6a5c
0x004d6a3c0x13branch8byte conditional branch skip if actor.skillId == 0x1b -> 0x004d6a50
0x004d6a440xbdcleanup/helper4helper-call id=23; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004d6a480x03jump8jump 0x004d6a6c
0x004d6a6c0x12frame8direct sprite/frame selector write sprite=0x11, frame=19, field +0x28, mode=0x80
0x004d6a740xc1wait8actor flag barrier mode=0, mask=0x00000002
0x004d6a7c0x13branch8byte conditional branch skip if actor.skillId == 0x1d -> 0x004d6ab8
0x004d6a840x13branch8byte conditional branch skip if actor.skillId == 0x1c -> 0x004d6aac
0x004d6a8c0x13branch8byte conditional branch skip if actor.skillId == 0x1b -> 0x004d6aa0
0x004d6a940xbdcleanup/helper4helper-call id=19; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004d6a980x03jump8jump 0x004d6abc
0x004d6abc0x24effect-sound4effect/cast cue mode=0x01 WLK id 17; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d6ac00x21frame8set sprite=0x11, frame=20, gate=4, mode=0
0x004d6ac80xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004d6acc0xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d6ad40xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d6adc0xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d6ae00x21frame8set sprite=0x11, frame=20, gate=1, mode=0
0x004d6ae80xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004d6aec0xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d6af40xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d6afc0xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d6b000x21frame8set sprite=0x11, frame=20, gate=1, mode=0
0x004d6b080xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004d6b0c0xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d6b140xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d6b1c0xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d6b200x13branch8byte conditional branch take if actor.skillId <= 0x1b -> 0x004d6b70
0x004d6b700x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d6b780xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004d6b7c0x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 비기·맹호광파참 · 0x1b
VAopkindlensummary
0x004d6a140xbcmovement4direct placement selector=4: side-fixed screen X with target-relative Y.
0x004d6a180x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d6a200x21frame8set sprite=0x11, frame=18, gate=2, mode=0
0x004d6a280x24effect-sound4effect/cast cue mode=0x01 WLK id 22; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d6a2c0x13branch8byte conditional branch skip if actor.skillId == 0x1d -> 0x004d6a68
0x004d6a340x13branch8byte conditional branch skip if actor.skillId == 0x1c -> 0x004d6a5c
0x004d6a3c0x13branch8byte conditional branch take if actor.skillId == 0x1b -> 0x004d6a50
0x004d6a500xbdcleanup/helper4helper-call id=27; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004d6a540x03jump8jump 0x004d6a6c
0x004d6a6c0x12frame8direct sprite/frame selector write sprite=0x11, frame=19, field +0x28, mode=0x80
0x004d6a740xc1wait8actor flag barrier mode=0, mask=0x00000002
0x004d6a7c0x13branch8byte conditional branch skip if actor.skillId == 0x1d -> 0x004d6ab8
0x004d6a840x13branch8byte conditional branch skip if actor.skillId == 0x1c -> 0x004d6aac
0x004d6a8c0x13branch8byte conditional branch take if actor.skillId == 0x1b -> 0x004d6aa0
0x004d6aa00xbdcleanup/helper4helper-call id=20; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004d6aa40x03jump8jump 0x004d6abc
0x004d6abc0x24effect-sound4effect/cast cue mode=0x01 WLK id 17; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d6ac00x21frame8set sprite=0x11, frame=20, gate=4, mode=0
0x004d6ac80xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004d6acc0xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d6ad40xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d6adc0xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d6ae00x21frame8set sprite=0x11, frame=20, gate=1, mode=0
0x004d6ae80xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004d6aec0xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d6af40xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d6afc0xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d6b000x21frame8set sprite=0x11, frame=20, gate=1, mode=0
0x004d6b080xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004d6b0c0xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d6b140xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d6b1c0xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d6b200x13branch8byte conditional branch take if actor.skillId <= 0x1b -> 0x004d6b70
0x004d6b700x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d6b780xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004d6b7c0x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 비기·맹호광파참 · 0x1c
VAopkindlensummary
0x004d6a140xbcmovement4direct placement selector=4: side-fixed screen X with target-relative Y.
0x004d6a180x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d6a200x21frame8set sprite=0x11, frame=18, gate=2, mode=0
0x004d6a280x24effect-sound4effect/cast cue mode=0x01 WLK id 22; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d6a2c0x13branch8byte conditional branch skip if actor.skillId == 0x1d -> 0x004d6a68
0x004d6a340x13branch8byte conditional branch take if actor.skillId == 0x1c -> 0x004d6a5c
0x004d6a5c0xbdcleanup/helper4helper-call id=25; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004d6a600x03jump8jump 0x004d6a6c
0x004d6a6c0x12frame8direct sprite/frame selector write sprite=0x11, frame=19, field +0x28, mode=0x80
0x004d6a740xc1wait8actor flag barrier mode=0, mask=0x00000002
0x004d6a7c0x13branch8byte conditional branch skip if actor.skillId == 0x1d -> 0x004d6ab8
0x004d6a840x13branch8byte conditional branch take if actor.skillId == 0x1c -> 0x004d6aac
0x004d6aac0xbdcleanup/helper4helper-call id=21; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004d6ab00x03jump8jump 0x004d6abc
0x004d6abc0x24effect-sound4effect/cast cue mode=0x01 WLK id 17; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d6ac00x21frame8set sprite=0x11, frame=20, gate=4, mode=0
0x004d6ac80xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004d6acc0xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d6ad40xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d6adc0xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d6ae00x21frame8set sprite=0x11, frame=20, gate=1, mode=0
0x004d6ae80xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004d6aec0xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d6af40xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d6afc0xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d6b000x21frame8set sprite=0x11, frame=20, gate=1, mode=0
0x004d6b080xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004d6b0c0xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d6b140xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d6b1c0xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d6b200x13branch8byte conditional branch skip if actor.skillId <= 0x1b -> 0x004d6b70
0x004d6b280x13branch8byte conditional branch take if actor.skillId <= 0x1c -> 0x004d6b50
0x004d6b500x21frame8set sprite=0x11, frame=20, gate=1, mode=0
0x004d6b580xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004d6b5c0xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d6b640xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d6b6c0xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d6b700x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d6b780xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004d6b7c0x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 비기·맹호광파참 · 0x1d
VAopkindlensummary
0x004d6a140xbcmovement4direct placement selector=4: side-fixed screen X with target-relative Y.
0x004d6a180x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d6a200x21frame8set sprite=0x11, frame=18, gate=2, mode=0
0x004d6a280x24effect-sound4effect/cast cue mode=0x01 WLK id 22; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d6a2c0x13branch8byte conditional branch take if actor.skillId == 0x1d -> 0x004d6a68
0x004d6a680xbdcleanup/helper4helper-call id=28; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004d6a6c0x12frame8direct sprite/frame selector write sprite=0x11, frame=19, field +0x28, mode=0x80
0x004d6a740xc1wait8actor flag barrier mode=0, mask=0x00000002
0x004d6a7c0x13branch8byte conditional branch take if actor.skillId == 0x1d -> 0x004d6ab8
0x004d6ab80xbdcleanup/helper4helper-call id=126; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004d6abc0x24effect-sound4effect/cast cue mode=0x01 WLK id 17; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d6ac00x21frame8set sprite=0x11, frame=20, gate=4, mode=0
0x004d6ac80xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004d6acc0xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d6ad40xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d6adc0xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d6ae00x21frame8set sprite=0x11, frame=20, gate=1, mode=0
0x004d6ae80xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004d6aec0xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d6af40xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d6afc0xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d6b000x21frame8set sprite=0x11, frame=20, gate=1, mode=0
0x004d6b080xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004d6b0c0xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d6b140xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d6b1c0xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d6b200x13branch8byte conditional branch skip if actor.skillId <= 0x1b -> 0x004d6b70
0x004d6b280x13branch8byte conditional branch skip if actor.skillId <= 0x1c -> 0x004d6b50
0x004d6b300x21frame8set sprite=0x11, frame=20, gate=1, mode=0
0x004d6b380xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004d6b3c0xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d6b440xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d6b4c0xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d6b500x21frame8set sprite=0x11, frame=20, gate=1, mode=0
0x004d6b580xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004d6b5c0xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d6b640xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d6b6c0xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d6b700x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d6b780xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004d6b7c0x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 조금 취한 철권 · 0x1e
VAopkindlensummary
0x004d6bb80x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d6bbc0x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d6bc40x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d6bcc0x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d6bd00x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d6bd80x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d6be00x21frame8set sprite=0x11, frame=41, gate=3, mode=0
0x004d6be80x21frame8set sprite=0x11, frame=40, gate=2, mode=0
0x004d6bf00x12write8sub display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004d6bf80x12write8sub display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d6c000x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d6c080xadactor-flags8actor flag mode=0, mask=0x00000003
0x004d6c100x13branch8byte conditional branch skip if actor.skillId == 0x22 -> 0x004d6d5c
0x004d6c180x13branch8byte conditional branch skip if actor.skillId == 0x21 -> 0x004d6d04
0x004d6c200x13branch8byte conditional branch skip if actor.skillId == 0x20 -> 0x004d6cb4
0x004d6c280x13branch8byte conditional branch skip if actor.skillId == 0x1f -> 0x004d6c60
0x004d6c300x21frame8set sprite=0x11, frame=12, gate=2, mode=0
0x004d6c380x21frame8set sprite=0x11, frame=13, gate=6, mode=0
0x004d6c400xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004d6c440xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d6c4c0xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d6c540xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d6c580x03jump8jump 0x004d6dd0
0x004d6dd00x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d6dd80xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004d6ddc0x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 지옥 다리후리기 · 0x1f
VAopkindlensummary
0x004d6bb80x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d6bbc0x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d6bc40x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d6bcc0x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d6bd00x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d6bd80x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d6be00x21frame8set sprite=0x11, frame=41, gate=3, mode=0
0x004d6be80x21frame8set sprite=0x11, frame=40, gate=2, mode=0
0x004d6bf00x12write8sub display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004d6bf80x12write8sub display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d6c000x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d6c080xadactor-flags8actor flag mode=0, mask=0x00000003
0x004d6c100x13branch8byte conditional branch skip if actor.skillId == 0x22 -> 0x004d6d5c
0x004d6c180x13branch8byte conditional branch skip if actor.skillId == 0x21 -> 0x004d6d04
0x004d6c200x13branch8byte conditional branch skip if actor.skillId == 0x20 -> 0x004d6cb4
0x004d6c280x13branch8byte conditional branch take if actor.skillId == 0x1f -> 0x004d6c60
0x004d6c600x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d6c680xbcmovement4direct placement selector=3: opposite target-side edge placement.
0x004d6c6c0x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d6c740x21frame8set sprite=0x11, frame=51, gate=2, mode=0
0x004d6c7c0x21frame8set sprite=0x11, frame=52, gate=2, mode=0
0x004d6c840xc2sound4WLK id 18 (normal id 18, alt id 14, mode=0)
0x004d6c880xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d6c900xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d6c980xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d6c9c0x21frame8set sprite=0x11, frame=52, gate=2, mode=0
0x004d6ca40x06repeat-loop8repeat-loop count=5, target=0x004d6c6c; handler stores target in object +0x3c and counter in +0x60
0x004d6cac0x03jump8jump 0x004d6dd0
0x004d6dd00x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d6dd80xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004d6ddc0x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 만취한 철권 · 0x20
VAopkindlensummary
0x004d6bb80x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d6bbc0x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d6bc40x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d6bcc0x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d6bd00x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d6bd80x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d6be00x21frame8set sprite=0x11, frame=41, gate=3, mode=0
0x004d6be80x21frame8set sprite=0x11, frame=40, gate=2, mode=0
0x004d6bf00x12write8sub display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004d6bf80x12write8sub display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d6c000x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d6c080xadactor-flags8actor flag mode=0, mask=0x00000003
0x004d6c100x13branch8byte conditional branch skip if actor.skillId == 0x22 -> 0x004d6d5c
0x004d6c180x13branch8byte conditional branch skip if actor.skillId == 0x21 -> 0x004d6d04
0x004d6c200x13branch8byte conditional branch take if actor.skillId == 0x20 -> 0x004d6cb4
0x004d6cb40x21frame8set sprite=0x11, frame=21, gate=2, mode=0
0x004d6cbc0x21frame8set sprite=0x11, frame=22, gate=4, mode=0
0x004d6cc40x12write8add display/actor field +0x1c, imm=0x00100000 (16px)
0x004d6ccc0x21frame8set sprite=0x11, frame=25, gate=2, mode=0
0x004d6cd40x21frame8set sprite=0x11, frame=26, gate=2, mode=0
0x004d6cdc0xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004d6ce00xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d6ce80xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d6cf00xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d6cf40x12write8sub display/actor field +0x1c, imm=0x00100000 (16px)
0x004d6cfc0x03jump8jump 0x004d6dd0
0x004d6dd00x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d6dd80xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004d6ddc0x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 염가열소 · 0x21
VAopkindlensummary
0x004d6bb80x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d6bbc0x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d6bc40x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d6bcc0x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d6bd00x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d6bd80x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d6be00x21frame8set sprite=0x11, frame=41, gate=3, mode=0
0x004d6be80x21frame8set sprite=0x11, frame=40, gate=2, mode=0
0x004d6bf00x12write8sub display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004d6bf80x12write8sub display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d6c000x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d6c080xadactor-flags8actor flag mode=0, mask=0x00000003
0x004d6c100x13branch8byte conditional branch skip if actor.skillId == 0x22 -> 0x004d6d5c
0x004d6c180x13branch8byte conditional branch take if actor.skillId == 0x21 -> 0x004d6d04
0x004d6d040x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d6d0c0xbcmovement4direct placement selector=3: opposite target-side edge placement.
0x004d6d100x21frame8set sprite=0x11, frame=35, gate=2, mode=0
0x004d6d180x21frame8set sprite=0x11, frame=36, gate=2, mode=0
0x004d6d200x21frame8set sprite=0x11, frame=37, gate=4, mode=0
0x004d6d280xbdcleanup/helper4helper-call id=62; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004d6d2c0xc2sound4WLK id 21 (normal id 21, alt id 21, mode=1)
0x004d6d300x21frame8set sprite=0x11, frame=38, gate=8, mode=0
0x004d6d380xc1wait8actor flag barrier mode=0, mask=0x00000002
0x004d6d400xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d6d480xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d6d500xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d6d540x03jump8jump 0x004d6dd0
0x004d6dd00x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d6dd80xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004d6ddc0x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 인사불성 철권 · 0x22
VAopkindlensummary
0x004d6bb80x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d6bbc0x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d6bc40x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d6bcc0x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d6bd00x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d6bd80x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d6be00x21frame8set sprite=0x11, frame=41, gate=3, mode=0
0x004d6be80x21frame8set sprite=0x11, frame=40, gate=2, mode=0
0x004d6bf00x12write8sub display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004d6bf80x12write8sub display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d6c000x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d6c080xadactor-flags8actor flag mode=0, mask=0x00000003
0x004d6c100x13branch8byte conditional branch take if actor.skillId == 0x22 -> 0x004d6d5c
0x004d6d5c0x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d6d640xbcmovement4direct placement selector=3: opposite target-side edge placement.
0x004d6d680x21frame8set sprite=0x11, frame=27, gate=2, mode=0
0x004d6d700x21frame8set sprite=0x11, frame=28, gate=4, mode=0
0x004d6d780x12write8add display/actor field +0x20, imm=0xfffd0000 (-3px)
0x004d6d800x21frame8set sprite=0x11, frame=39, gate=1, mode=0
0x004d6d880x06repeat-loop8repeat-loop count=12, target=0x004d6d78; handler stores target in object +0x3c and counter in +0x60
0x004d6d900xc2sound4WLK id 05 (normal id 05, alt id 14, mode=0)
0x004d6d940xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d6d9c0xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d6da40xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d6da80x12write8sub display/actor field +0x20, imm=0xfffd0000 (-3px)
0x004d6db00x21frame8set sprite=0x11, frame=39, gate=1, mode=0
0x004d6db80x06repeat-loop8repeat-loop count=12, target=0x004d6da8; handler stores target in object +0x3c and counter in +0x60
0x004d6dc00x21frame8set sprite=0x11, frame=3, gate=2, mode=0
0x004d6dc80x21frame8set sprite=0x11, frame=4, gate=4, mode=0
0x004d6dd00x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d6dd80xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004d6ddc0x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 맹호난무 · 0x23
VAopkindlensummary
0x004d6df40x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d6df80x21frame8set sprite=0x11, frame=13, gate=8, mode=0
0x004d6e000x21frame8set sprite=0x11, frame=25, gate=2, mode=0
0x004d6e080x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d6e0c0x21frame8set sprite=0x11, frame=26, gate=8, mode=0
0x004d6e140x21frame8set sprite=0x11, frame=24, gate=2, mode=0
0x004d6e1c0x21frame8set sprite=0x11, frame=27, gate=2, mode=0
0x004d6e240x21frame8set sprite=0x11, frame=28, gate=2, mode=0
0x004d6e2c0x13branch8byte conditional branch skip if actor.skillId == 0x26 -> 0x004d6fa4
0x004d6e340x13branch8byte conditional branch skip if actor.skillId == 0x25 -> 0x004d6f14
0x004d6e3c0x13branch8byte conditional branch skip if actor.skillId == 0x24 -> 0x004d6e94
0x004d6e440x12write8add display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d6e4c0x21frame8set sprite=0x11, frame=39, gate=2, mode=0
0x004d6e540xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004d6e580xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d6e600xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d6e680xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d6e6c0x21frame8set sprite=0x11, frame=39, gate=6, mode=0
0x004d6e740x12write8sub display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d6e7c0x21frame8set sprite=0x11, frame=4, gate=2, mode=0
0x004d6e840x21frame8set sprite=0x11, frame=3, gate=2, mode=0
0x004d6e8c0x03jump8jump 0x004d7090
0x004d70900x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d70980xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004d709c0x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 맹호난무 · 0x24
VAopkindlensummary
0x004d6df40x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d6df80x21frame8set sprite=0x11, frame=13, gate=8, mode=0
0x004d6e000x21frame8set sprite=0x11, frame=25, gate=2, mode=0
0x004d6e080x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d6e0c0x21frame8set sprite=0x11, frame=26, gate=8, mode=0
0x004d6e140x21frame8set sprite=0x11, frame=24, gate=2, mode=0
0x004d6e1c0x21frame8set sprite=0x11, frame=27, gate=2, mode=0
0x004d6e240x21frame8set sprite=0x11, frame=28, gate=2, mode=0
0x004d6e2c0x13branch8byte conditional branch skip if actor.skillId == 0x26 -> 0x004d6fa4
0x004d6e340x13branch8byte conditional branch skip if actor.skillId == 0x25 -> 0x004d6f14
0x004d6e3c0x13branch8byte conditional branch take if actor.skillId == 0x24 -> 0x004d6e94
0x004d6e940x12write8add display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d6e9c0x21frame8set sprite=0x11, frame=39, gate=2, mode=0
0x004d6ea40x12write8add display/actor field +0x20, imm=0xfffe0000 (-2px)
0x004d6eac0xc2sound4WLK id 04 (normal id 04, alt id 14, mode=0)
0x004d6eb00xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d6eb80xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d6ec00xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d6ec40x21frame8set sprite=0x11, frame=39, gate=2, mode=0
0x004d6ecc0x12write8add display/actor field +0x20, imm=0xfffe0000 (-2px)
0x004d6ed40x06repeat-loop8repeat-loop count=3, target=0x004d6ec4; handler stores target in object +0x3c and counter in +0x60
0x004d6edc0x21frame8set sprite=0x11, frame=39, gate=2, mode=0
0x004d6ee40x12write8sub display/actor field +0x20, imm=0xfffe0000 (-2px)
0x004d6eec0x06repeat-loop8repeat-loop count=4, target=0x004d6edc; handler stores target in object +0x3c and counter in +0x60
0x004d6ef40x12write8sub display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d6efc0x21frame8set sprite=0x11, frame=4, gate=2, mode=0
0x004d6f040x21frame8set sprite=0x11, frame=3, gate=2, mode=0
0x004d6f0c0x03jump8jump 0x004d7090
0x004d70900x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d70980xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004d709c0x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 맹호난무 · 0x25
VAopkindlensummary
0x004d6df40x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d6df80x21frame8set sprite=0x11, frame=13, gate=8, mode=0
0x004d6e000x21frame8set sprite=0x11, frame=25, gate=2, mode=0
0x004d6e080x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d6e0c0x21frame8set sprite=0x11, frame=26, gate=8, mode=0
0x004d6e140x21frame8set sprite=0x11, frame=24, gate=2, mode=0
0x004d6e1c0x21frame8set sprite=0x11, frame=27, gate=2, mode=0
0x004d6e240x21frame8set sprite=0x11, frame=28, gate=2, mode=0
0x004d6e2c0x13branch8byte conditional branch skip if actor.skillId == 0x26 -> 0x004d6fa4
0x004d6e340x13branch8byte conditional branch take if actor.skillId == 0x25 -> 0x004d6f14
0x004d6f140x12write8add display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d6f1c0x21frame8set sprite=0x11, frame=39, gate=2, mode=0
0x004d6f240x12write8add display/actor field +0x20, imm=0xfffe0000 (-2px)
0x004d6f2c0x21frame8set sprite=0x11, frame=39, gate=2, mode=0
0x004d6f340x12write8add display/actor field +0x20, imm=0xfffe0000 (-2px)
0x004d6f3c0xc2sound4WLK id 05 (normal id 05, alt id 14, mode=0)
0x004d6f400xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d6f480xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d6f500xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d6f540x21frame8set sprite=0x11, frame=39, gate=2, mode=0
0x004d6f5c0x12write8add display/actor field +0x20, imm=0xfffe0000 (-2px)
0x004d6f640x06repeat-loop8repeat-loop count=6, target=0x004d6ec4; handler stores target in object +0x3c and counter in +0x60
0x004d6f6c0x21frame8set sprite=0x11, frame=39, gate=2, mode=0
0x004d6f740x12write8sub display/actor field +0x20, imm=0xfffe0000 (-2px)
0x004d6f7c0x06repeat-loop8repeat-loop count=8, target=0x004d6edc; handler stores target in object +0x3c and counter in +0x60
0x004d6f840x12write8sub display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d6f8c0x21frame8set sprite=0x11, frame=4, gate=2, mode=0
0x004d6f940x21frame8set sprite=0x11, frame=3, gate=2, mode=0
0x004d6f9c0x03jump8jump 0x004d7090
0x004d70900x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d70980xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004d709c0x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 맹호난무 · 0x26
VAopkindlensummary
0x004d6df40x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d6df80x21frame8set sprite=0x11, frame=13, gate=8, mode=0
0x004d6e000x21frame8set sprite=0x11, frame=25, gate=2, mode=0
0x004d6e080x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d6e0c0x21frame8set sprite=0x11, frame=26, gate=8, mode=0
0x004d6e140x21frame8set sprite=0x11, frame=24, gate=2, mode=0
0x004d6e1c0x21frame8set sprite=0x11, frame=27, gate=2, mode=0
0x004d6e240x21frame8set sprite=0x11, frame=28, gate=2, mode=0
0x004d6e2c0x13branch8byte conditional branch take if actor.skillId == 0x26 -> 0x004d6fa4
0x004d6fa40x24effect-sound4effect/cast cue mode=0x01 WLK id 53; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d6fa80x21frame8set sprite=0x11, frame=27, gate=2, mode=0
0x004d6fb00x12write8add display/actor field +0x1c, imm=0x00040000 (4px)
0x004d6fb80x21frame8set sprite=0x11, frame=28, gate=2, mode=0
0x004d6fc00x12write8add display/actor field +0x1c, imm=0x00040000 (4px)
0x004d6fc80x21frame8set sprite=0x11, frame=27, gate=2, mode=0
0x004d6fd00x12write8add display/actor field +0x1c, imm=0x00040000 (4px)
0x004d6fd80x21frame8set sprite=0x11, frame=28, gate=2, mode=0
0x004d6fe00x12write8add display/actor field +0x1c, imm=0x00040000 (4px)
0x004d6fe80x21frame8set sprite=0x11, frame=27, gate=2, mode=0
0x004d6ff00x12write8add display/actor field +0x1c, imm=0x00040000 (4px)
0x004d6ff80x21frame8set sprite=0x11, frame=28, gate=2, mode=0
0x004d70000x12write8add display/actor field +0x1c, imm=0x00040000 (4px)
0x004d70080x12write8add display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d70100x21frame8set sprite=0x11, frame=39, gate=2, mode=0
0x004d70180x12write8add display/actor field +0x20, imm=0xfffc0000 (-4px)
0x004d70200x21frame8set sprite=0x11, frame=39, gate=2, mode=0
0x004d70280x12write8add display/actor field +0x20, imm=0xfffc0000 (-4px)
0x004d70300xc2sound4WLK id 05 (normal id 05, alt id 14, mode=0)
0x004d70340xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d703c0xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d70440xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d70480x21frame8set sprite=0x11, frame=39, gate=2, mode=0
0x004d70500x12write8add display/actor field +0x20, imm=0xfffc0000 (-4px)
0x004d70580x06repeat-loop8repeat-loop count=6, target=0x004d6ec4; handler stores target in object +0x3c and counter in +0x60
0x004d70600x21frame8set sprite=0x11, frame=39, gate=2, mode=0
0x004d70680x12write8sub display/actor field +0x20, imm=0xfffc0000 (-4px)
0x004d70700x06repeat-loop8repeat-loop count=8, target=0x004d6edc; handler stores target in object +0x3c and counter in +0x60
0x004d70780x12write8sub display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d70800x21frame8set sprite=0x11, frame=4, gate=2, mode=0
0x004d70880x21frame8set sprite=0x11, frame=3, gate=2, mode=0
0x004d70900x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d70980xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004d709c0x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 맹호의 울부짖음 · 0x27
VAopkindlensummary
0x004d70a80x21frame8set sprite=0x11, frame=35, gate=2, mode=0
0x004d70b00x21frame8set sprite=0x11, frame=36, gate=2, mode=0
0x004d70b80x21frame8set sprite=0x11, frame=37, gate=4, mode=0
0x004d70c00x24effect-sound4effect/cast cue mode=0x01 WLK id 06; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d70c40x13branch8byte conditional branch take if actor.skillId == 0x27 -> 0x004d70f8
0x004d70f80x21frame8set sprite=0x11, frame=38, gate=8, mode=0
0x004d71000x13branch8byte conditional branch take if actor.skillId == 0x27 -> 0x004d7110
0x004d71100xc2sound4WLK id 00 (normal id 00, alt id 00, mode=2)
0x004d71140xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d711c0xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d71240xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d71280x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d71300xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004d71340x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 맹호의 울부짖음 · 0x28
VAopkindlensummary
0x004d70a80x21frame8set sprite=0x11, frame=35, gate=2, mode=0
0x004d70b00x21frame8set sprite=0x11, frame=36, gate=2, mode=0
0x004d70b80x21frame8set sprite=0x11, frame=37, gate=4, mode=0
0x004d70c00x24effect-sound4effect/cast cue mode=0x01 WLK id 06; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d70c40x13branch8byte conditional branch skip if actor.skillId == 0x27 -> 0x004d70f8
0x004d70cc0x13branch8byte conditional branch skip if actor.skillId == 0x2a -> 0x004d70f4
0x004d70d40x13branch8byte conditional branch skip if actor.skillId == 0x29 -> 0x004d70e8
0x004d70dc0xbdcleanup/helper4helper-call id=112; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004d70e00x03jump8jump 0x004d70f8
0x004d70f80x21frame8set sprite=0x11, frame=38, gate=8, mode=0
0x004d71000x13branch8byte conditional branch skip if actor.skillId == 0x27 -> 0x004d7110
0x004d71080xc1wait8actor flag barrier mode=0, mask=0x00000002
0x004d71100xc2sound4WLK id 00 (normal id 00, alt id 00, mode=2)
0x004d71140xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d711c0xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d71240xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d71280x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d71300xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004d71340x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 맹호의 울부짖음 · 0x29
VAopkindlensummary
0x004d70a80x21frame8set sprite=0x11, frame=35, gate=2, mode=0
0x004d70b00x21frame8set sprite=0x11, frame=36, gate=2, mode=0
0x004d70b80x21frame8set sprite=0x11, frame=37, gate=4, mode=0
0x004d70c00x24effect-sound4effect/cast cue mode=0x01 WLK id 06; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d70c40x13branch8byte conditional branch skip if actor.skillId == 0x27 -> 0x004d70f8
0x004d70cc0x13branch8byte conditional branch skip if actor.skillId == 0x2a -> 0x004d70f4
0x004d70d40x13branch8byte conditional branch take if actor.skillId == 0x29 -> 0x004d70e8
0x004d70e80xbdcleanup/helper4helper-call id=113; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004d70ec0x03jump8jump 0x004d70f8
0x004d70f80x21frame8set sprite=0x11, frame=38, gate=8, mode=0
0x004d71000x13branch8byte conditional branch skip if actor.skillId == 0x27 -> 0x004d7110
0x004d71080xc1wait8actor flag barrier mode=0, mask=0x00000002
0x004d71100xc2sound4WLK id 00 (normal id 00, alt id 00, mode=2)
0x004d71140xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d711c0xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d71240xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d71280x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d71300xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004d71340x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 맹호의 울부짖음 · 0x2a
VAopkindlensummary
0x004d70a80x21frame8set sprite=0x11, frame=35, gate=2, mode=0
0x004d70b00x21frame8set sprite=0x11, frame=36, gate=2, mode=0
0x004d70b80x21frame8set sprite=0x11, frame=37, gate=4, mode=0
0x004d70c00x24effect-sound4effect/cast cue mode=0x01 WLK id 06; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d70c40x13branch8byte conditional branch skip if actor.skillId == 0x27 -> 0x004d70f8
0x004d70cc0x13branch8byte conditional branch take if actor.skillId == 0x2a -> 0x004d70f4
0x004d70f40xbdcleanup/helper4helper-call id=114; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004d70f80x21frame8set sprite=0x11, frame=38, gate=8, mode=0
0x004d71000x13branch8byte conditional branch skip if actor.skillId == 0x27 -> 0x004d7110
0x004d71080xc1wait8actor flag barrier mode=0, mask=0x00000002
0x004d71100xc2sound4WLK id 00 (normal id 00, alt id 00, mode=2)
0x004d71140xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d711c0xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d71240xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d71280x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d71300xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004d71340x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 호포권 · 0x2b
VAopkindlensummary
0x004d71400x21frame8set sprite=0x11, frame=18, gate=2, mode=0
0x004d71480x24effect-sound4effect/cast cue mode=0x01 WLK id 22; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d714c0x13branch8byte conditional branch skip if actor.skillId == 0x2e -> 0x004d7188
0x004d71540x13branch8byte conditional branch skip if actor.skillId == 0x2d -> 0x004d717c
0x004d715c0x13branch8byte conditional branch skip if actor.skillId == 0x2c -> 0x004d7170
0x004d71640xbdcleanup/helper4helper-call id=23; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004d71680x03jump8jump 0x004d718c
0x004d718c0x12frame8direct sprite/frame selector write sprite=0x11, frame=19, field +0x28, mode=0x80
0x004d71940xc1wait8actor flag barrier mode=0, mask=0x00000002
0x004d719c0x21frame8set sprite=0x11, frame=20, gate=2, mode=0
0x004d71a40x13branch8byte conditional branch skip if actor.skillId == 0x2e -> 0x004d7204
0x004d71ac0x13branch8byte conditional branch skip if actor.skillId == 0x2d -> 0x004d71ec
0x004d71b40x13branch8byte conditional branch skip if actor.skillId == 0x2c -> 0x004d71d4
0x004d71bc0xbdcleanup/helper4helper-call id=66; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004d71c00xc1wait8actor flag barrier mode=0, mask=0x00000002
0x004d71c80xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004d71cc0x03jump8jump 0x004d7214
0x004d72140xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d721c0xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d72240xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d72280x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d72300x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 호포권 · 0x2c
VAopkindlensummary
0x004d71400x21frame8set sprite=0x11, frame=18, gate=2, mode=0
0x004d71480x24effect-sound4effect/cast cue mode=0x01 WLK id 22; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d714c0x13branch8byte conditional branch skip if actor.skillId == 0x2e -> 0x004d7188
0x004d71540x13branch8byte conditional branch skip if actor.skillId == 0x2d -> 0x004d717c
0x004d715c0x13branch8byte conditional branch take if actor.skillId == 0x2c -> 0x004d7170
0x004d71700xbdcleanup/helper4helper-call id=27; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004d71740x03jump8jump 0x004d718c
0x004d718c0x12frame8direct sprite/frame selector write sprite=0x11, frame=19, field +0x28, mode=0x80
0x004d71940xc1wait8actor flag barrier mode=0, mask=0x00000002
0x004d719c0x21frame8set sprite=0x11, frame=20, gate=2, mode=0
0x004d71a40x13branch8byte conditional branch skip if actor.skillId == 0x2e -> 0x004d7204
0x004d71ac0x13branch8byte conditional branch skip if actor.skillId == 0x2d -> 0x004d71ec
0x004d71b40x13branch8byte conditional branch take if actor.skillId == 0x2c -> 0x004d71d4
0x004d71d40xbdcleanup/helper4helper-call id=67; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004d71d80xc1wait8actor flag barrier mode=0, mask=0x00000002
0x004d71e00xc2sound4WLK id 04 (normal id 04, alt id 14, mode=0)
0x004d71e40x03jump8jump 0x004d7214
0x004d72140xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d721c0xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d72240xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d72280x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d72300x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 호포권 · 0x2d
VAopkindlensummary
0x004d71400x21frame8set sprite=0x11, frame=18, gate=2, mode=0
0x004d71480x24effect-sound4effect/cast cue mode=0x01 WLK id 22; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d714c0x13branch8byte conditional branch skip if actor.skillId == 0x2e -> 0x004d7188
0x004d71540x13branch8byte conditional branch take if actor.skillId == 0x2d -> 0x004d717c
0x004d717c0xbdcleanup/helper4helper-call id=25; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004d71800x03jump8jump 0x004d718c
0x004d718c0x12frame8direct sprite/frame selector write sprite=0x11, frame=19, field +0x28, mode=0x80
0x004d71940xc1wait8actor flag barrier mode=0, mask=0x00000002
0x004d719c0x21frame8set sprite=0x11, frame=20, gate=2, mode=0
0x004d71a40x13branch8byte conditional branch skip if actor.skillId == 0x2e -> 0x004d7204
0x004d71ac0x13branch8byte conditional branch take if actor.skillId == 0x2d -> 0x004d71ec
0x004d71ec0xbdcleanup/helper4helper-call id=68; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004d71f00xc1wait8actor flag barrier mode=0, mask=0x00000002
0x004d71f80xc2sound4WLK id 04 (normal id 04, alt id 14, mode=0)
0x004d71fc0x03jump8jump 0x004d7214
0x004d72140xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d721c0xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d72240xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d72280x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d72300x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 호포권 · 0x2e
VAopkindlensummary
0x004d71400x21frame8set sprite=0x11, frame=18, gate=2, mode=0
0x004d71480x24effect-sound4effect/cast cue mode=0x01 WLK id 22; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d714c0x13branch8byte conditional branch take if actor.skillId == 0x2e -> 0x004d7188
0x004d71880xbdcleanup/helper4helper-call id=28; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004d718c0x12frame8direct sprite/frame selector write sprite=0x11, frame=19, field +0x28, mode=0x80
0x004d71940xc1wait8actor flag barrier mode=0, mask=0x00000002
0x004d719c0x21frame8set sprite=0x11, frame=20, gate=2, mode=0
0x004d71a40x13branch8byte conditional branch take if actor.skillId == 0x2e -> 0x004d7204
0x004d72040xbdcleanup/helper4helper-call id=69; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004d72080xc1wait8actor flag barrier mode=0, mask=0x00000002
0x004d72100xc2sound4WLK id 05 (normal id 05, alt id 14, mode=0)
0x004d72140xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d721c0xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d72240xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d72280x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d72300x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 맹호룬룬권 · 0x2f
VAopkindlensummary
0x004d72400x24effect-sound4effect/cast cue mode=0x01 WLK id 32; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d72440x12write8add display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d724c0x21frame8set sprite=0x11, frame=44, gate=2, mode=0
0x004d72540x21frame8set sprite=0x11, frame=45, gate=2, mode=0
0x004d725c0x21frame8set sprite=0x11, frame=46, gate=4, mode=0
0x004d72640x21frame8set sprite=0x11, frame=47, gate=2, mode=0
0x004d726c0xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004d72700xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d72780xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d72800xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d72840x21frame8set sprite=0x11, frame=44, gate=2, mode=0
0x004d728c0x21frame8set sprite=0x11, frame=48, gate=2, mode=0
0x004d72940x21frame8set sprite=0x11, frame=49, gate=4, mode=0
0x004d729c0x21frame8set sprite=0x11, frame=50, gate=2, mode=0
0x004d72a40xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004d72a80xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d72b00xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d72b80xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d72bc0x12write8sub display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d72c40x13branch8byte conditional branch take if actor.skillId == 0x2f -> 0x004d7364
0x004d73640x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d736c0xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004d73700x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 맹호룬룬권 · 0x30
VAopkindlensummary
0x004d72400x24effect-sound4effect/cast cue mode=0x01 WLK id 32; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d72440x12write8add display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d724c0x21frame8set sprite=0x11, frame=44, gate=2, mode=0
0x004d72540x21frame8set sprite=0x11, frame=45, gate=2, mode=0
0x004d725c0x21frame8set sprite=0x11, frame=46, gate=4, mode=0
0x004d72640x21frame8set sprite=0x11, frame=47, gate=2, mode=0
0x004d726c0xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004d72700xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d72780xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d72800xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d72840x21frame8set sprite=0x11, frame=44, gate=2, mode=0
0x004d728c0x21frame8set sprite=0x11, frame=48, gate=2, mode=0
0x004d72940x21frame8set sprite=0x11, frame=49, gate=4, mode=0
0x004d729c0x21frame8set sprite=0x11, frame=50, gate=2, mode=0
0x004d72a40xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004d72a80xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d72b00xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d72b80xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d72bc0x12write8sub display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d72c40x13branch8byte conditional branch skip if actor.skillId == 0x2f -> 0x004d7364
0x004d72cc0x21frame8set sprite=0x11, frame=12, gate=2, mode=0
0x004d72d40xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004d72d80xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d72e00xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d72e80xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d72ec0x21frame8set sprite=0x11, frame=13, gate=4, mode=0
0x004d72f40x13branch8byte conditional branch take if actor.skillId == 0x30 -> 0x004d7364
0x004d73640x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d736c0xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004d73700x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 맹호룬룬권 · 0x31
VAopkindlensummary
0x004d72400x24effect-sound4effect/cast cue mode=0x01 WLK id 32; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d72440x12write8add display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d724c0x21frame8set sprite=0x11, frame=44, gate=2, mode=0
0x004d72540x21frame8set sprite=0x11, frame=45, gate=2, mode=0
0x004d725c0x21frame8set sprite=0x11, frame=46, gate=4, mode=0
0x004d72640x21frame8set sprite=0x11, frame=47, gate=2, mode=0
0x004d726c0xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004d72700xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d72780xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d72800xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d72840x21frame8set sprite=0x11, frame=44, gate=2, mode=0
0x004d728c0x21frame8set sprite=0x11, frame=48, gate=2, mode=0
0x004d72940x21frame8set sprite=0x11, frame=49, gate=4, mode=0
0x004d729c0x21frame8set sprite=0x11, frame=50, gate=2, mode=0
0x004d72a40xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004d72a80xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d72b00xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d72b80xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d72bc0x12write8sub display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d72c40x13branch8byte conditional branch skip if actor.skillId == 0x2f -> 0x004d7364
0x004d72cc0x21frame8set sprite=0x11, frame=12, gate=2, mode=0
0x004d72d40xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004d72d80xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d72e00xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d72e80xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d72ec0x21frame8set sprite=0x11, frame=13, gate=4, mode=0
0x004d72f40x13branch8byte conditional branch skip if actor.skillId == 0x30 -> 0x004d7364
0x004d72fc0x21frame8set sprite=0x11, frame=25, gate=2, mode=0
0x004d73040xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004d73080xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d73100xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d73180xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d731c0x21frame8set sprite=0x11, frame=26, gate=4, mode=0
0x004d73240x13branch8byte conditional branch take if actor.skillId == 0x31 -> 0x004d7364
0x004d73640x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d736c0xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004d73700x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 맹호룬룬권 · 0x32
VAopkindlensummary
0x004d72400x24effect-sound4effect/cast cue mode=0x01 WLK id 32; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d72440x12write8add display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d724c0x21frame8set sprite=0x11, frame=44, gate=2, mode=0
0x004d72540x21frame8set sprite=0x11, frame=45, gate=2, mode=0
0x004d725c0x21frame8set sprite=0x11, frame=46, gate=4, mode=0
0x004d72640x21frame8set sprite=0x11, frame=47, gate=2, mode=0
0x004d726c0xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004d72700xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d72780xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d72800xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d72840x21frame8set sprite=0x11, frame=44, gate=2, mode=0
0x004d728c0x21frame8set sprite=0x11, frame=48, gate=2, mode=0
0x004d72940x21frame8set sprite=0x11, frame=49, gate=4, mode=0
0x004d729c0x21frame8set sprite=0x11, frame=50, gate=2, mode=0
0x004d72a40xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004d72a80xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d72b00xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d72b80xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d72bc0x12write8sub display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d72c40x13branch8byte conditional branch skip if actor.skillId == 0x2f -> 0x004d7364
0x004d72cc0x21frame8set sprite=0x11, frame=12, gate=2, mode=0
0x004d72d40xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004d72d80xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d72e00xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d72e80xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d72ec0x21frame8set sprite=0x11, frame=13, gate=4, mode=0
0x004d72f40x13branch8byte conditional branch skip if actor.skillId == 0x30 -> 0x004d7364
0x004d72fc0x21frame8set sprite=0x11, frame=25, gate=2, mode=0
0x004d73040xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004d73080xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d73100xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d73180xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d731c0x21frame8set sprite=0x11, frame=26, gate=4, mode=0
0x004d73240x13branch8byte conditional branch skip if actor.skillId == 0x31 -> 0x004d7364
0x004d732c0x21frame8set sprite=0x11, frame=8, gate=4, mode=0
0x004d73340x21frame8set sprite=0x11, frame=9, gate=2, mode=0
0x004d733c0x21frame8set sprite=0x11, frame=10, gate=2, mode=0
0x004d73440xc2sound4WLK id 04 (normal id 04, alt id 14, mode=0)
0x004d73480xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d73500xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d73580xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d735c0x21frame8set sprite=0x11, frame=11, gate=6, mode=0
0x004d73640x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d736c0xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004d73700x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 안면백조권 · 0x09
VAopkindlensummary
0x004db2240xbcmovement4direct placement selector=3: opposite target-side edge placement.
0x004db2280x12write8sub display/actor field +0x1c, imm=0x00200000 (32px)
0x004db2300x12write8add display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004db2380x21frame8set sprite=0x14, frame=6, gate=2, mode=0
0x004db2400x21frame8set sprite=0x14, frame=7, gate=6, mode=0
0x004db2480x12write8add display/actor field +0x1c, imm=0x00200000 (32px)
0x004db2500x21frame8set sprite=0x14, frame=8, gate=2, mode=0
0x004db2580x21frame8set sprite=0x14, frame=9, gate=2, mode=0
0x004db2600xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004db2640xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db26c0xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db2740xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db2780x21frame8set sprite=0x14, frame=9, gate=2, mode=0
0x004db2800x12write8add display/actor field +0x1c, imm=0xffe00000 (-32px)
0x004db2880x21frame8set sprite=0x14, frame=16, gate=2, mode=0
0x004db2900x21frame8set sprite=0x14, frame=17, gate=6, mode=0
0x004db2980x12write8add display/actor field +0x1c, imm=0x00200000 (32px)
0x004db2a00x21frame8set sprite=0x14, frame=18, gate=2, mode=0
0x004db2a80x21frame8set sprite=0x14, frame=19, gate=2, mode=0
0x004db2b00xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004db2b40xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db2bc0xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db2c40xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db2c80x21frame8set sprite=0x14, frame=19, gate=2, mode=0
0x004db2d00x12write8add display/actor field +0x1c, imm=0xffe00000 (-32px)
0x004db2d80x13branch8byte conditional branch skip if actor.skillId == 0x0c -> 0x004db428
0x004db2e00x13branch8byte conditional branch skip if actor.skillId == 0x0b -> 0x004db390
0x004db2e80x13branch8byte conditional branch skip if actor.skillId == 0x0a -> 0x004db340
0x004db2f00x21frame8set sprite=0x14, frame=6, gate=2, mode=0
0x004db2f80x21frame8set sprite=0x14, frame=7, gate=6, mode=0
0x004db3000x12write8add display/actor field +0x1c, imm=0x00200000 (32px)
0x004db3080x21frame8set sprite=0x14, frame=8, gate=2, mode=0
0x004db3100x21frame8set sprite=0x14, frame=9, gate=2, mode=0
0x004db3180xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004db31c0xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db3240xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db32c0xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db3300x21frame8set sprite=0x14, frame=9, gate=2, mode=0
0x004db3380x03jump8jump 0x004db538
0x004db5380x12write8sub display/actor field +0x1c, imm=0x00100000 (16px)
0x004db5400x21frame8set sprite=0x14, frame=3, gate=2, mode=0
0x004db5480xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004db54c0x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 안면백조권 · 0x0a
VAopkindlensummary
0x004db2240xbcmovement4direct placement selector=3: opposite target-side edge placement.
0x004db2280x12write8sub display/actor field +0x1c, imm=0x00200000 (32px)
0x004db2300x12write8add display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004db2380x21frame8set sprite=0x14, frame=6, gate=2, mode=0
0x004db2400x21frame8set sprite=0x14, frame=7, gate=6, mode=0
0x004db2480x12write8add display/actor field +0x1c, imm=0x00200000 (32px)
0x004db2500x21frame8set sprite=0x14, frame=8, gate=2, mode=0
0x004db2580x21frame8set sprite=0x14, frame=9, gate=2, mode=0
0x004db2600xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004db2640xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db26c0xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db2740xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db2780x21frame8set sprite=0x14, frame=9, gate=2, mode=0
0x004db2800x12write8add display/actor field +0x1c, imm=0xffe00000 (-32px)
0x004db2880x21frame8set sprite=0x14, frame=16, gate=2, mode=0
0x004db2900x21frame8set sprite=0x14, frame=17, gate=6, mode=0
0x004db2980x12write8add display/actor field +0x1c, imm=0x00200000 (32px)
0x004db2a00x21frame8set sprite=0x14, frame=18, gate=2, mode=0
0x004db2a80x21frame8set sprite=0x14, frame=19, gate=2, mode=0
0x004db2b00xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004db2b40xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db2bc0xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db2c40xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db2c80x21frame8set sprite=0x14, frame=19, gate=2, mode=0
0x004db2d00x12write8add display/actor field +0x1c, imm=0xffe00000 (-32px)
0x004db2d80x13branch8byte conditional branch skip if actor.skillId == 0x0c -> 0x004db428
0x004db2e00x13branch8byte conditional branch skip if actor.skillId == 0x0b -> 0x004db390
0x004db2e80x13branch8byte conditional branch take if actor.skillId == 0x0a -> 0x004db340
0x004db3400x21frame8set sprite=0x14, frame=33, gate=2, mode=0
0x004db3480x21frame8set sprite=0x14, frame=34, gate=6, mode=0
0x004db3500x12write8add display/actor field +0x1c, imm=0x00100000 (16px)
0x004db3580x21frame8set sprite=0x14, frame=38, gate=2, mode=0
0x004db3600x21frame8set sprite=0x14, frame=39, gate=2, mode=0
0x004db3680xc2sound4WLK id 04 (normal id 04, alt id 14, mode=0)
0x004db36c0xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db3740xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db37c0xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db3800x21frame8set sprite=0x14, frame=39, gate=2, mode=0
0x004db3880x03jump8jump 0x004db540
0x004db5400x21frame8set sprite=0x14, frame=3, gate=2, mode=0
0x004db5480xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004db54c0x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 안면백조권 · 0x0b
VAopkindlensummary
0x004db2240xbcmovement4direct placement selector=3: opposite target-side edge placement.
0x004db2280x12write8sub display/actor field +0x1c, imm=0x00200000 (32px)
0x004db2300x12write8add display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004db2380x21frame8set sprite=0x14, frame=6, gate=2, mode=0
0x004db2400x21frame8set sprite=0x14, frame=7, gate=6, mode=0
0x004db2480x12write8add display/actor field +0x1c, imm=0x00200000 (32px)
0x004db2500x21frame8set sprite=0x14, frame=8, gate=2, mode=0
0x004db2580x21frame8set sprite=0x14, frame=9, gate=2, mode=0
0x004db2600xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004db2640xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db26c0xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db2740xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db2780x21frame8set sprite=0x14, frame=9, gate=2, mode=0
0x004db2800x12write8add display/actor field +0x1c, imm=0xffe00000 (-32px)
0x004db2880x21frame8set sprite=0x14, frame=16, gate=2, mode=0
0x004db2900x21frame8set sprite=0x14, frame=17, gate=6, mode=0
0x004db2980x12write8add display/actor field +0x1c, imm=0x00200000 (32px)
0x004db2a00x21frame8set sprite=0x14, frame=18, gate=2, mode=0
0x004db2a80x21frame8set sprite=0x14, frame=19, gate=2, mode=0
0x004db2b00xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004db2b40xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db2bc0xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db2c40xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db2c80x21frame8set sprite=0x14, frame=19, gate=2, mode=0
0x004db2d00x12write8add display/actor field +0x1c, imm=0xffe00000 (-32px)
0x004db2d80x13branch8byte conditional branch skip if actor.skillId == 0x0c -> 0x004db428
0x004db2e00x13branch8byte conditional branch take if actor.skillId == 0x0b -> 0x004db390
0x004db3900x21frame8set sprite=0x14, frame=33, gate=2, mode=0
0x004db3980x21frame8set sprite=0x14, frame=34, gate=6, mode=0
0x004db3a00x12write8add display/actor field +0x20, imm=0xffe00000 (-32px)
0x004db3a80x21frame8set sprite=0x14, frame=35, gate=2, mode=0
0x004db3b00x12write8add display/actor field +0x20, imm=0x00100000 (16px)
0x004db3b80x21frame8set sprite=0x14, frame=36, gate=2, mode=0
0x004db3c00xc2sound4WLK id 04 (normal id 04, alt id 14, mode=0)
0x004db3c40xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db3cc0xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db3d40xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db3d80x12write8add display/actor field +0x20, imm=0x00100000 (16px)
0x004db3e00x21frame8set sprite=0x14, frame=37, gate=2, mode=0
0x004db3e80x12write8add display/actor field +0x20, imm=0xffe00000 (-32px)
0x004db3f00x21frame8set sprite=0x14, frame=35, gate=2, mode=0
0x004db3f80x12write8sub display/actor field +0x20, imm=0xffe00000 (-32px)
0x004db4000x21frame8set sprite=0x14, frame=34, gate=2, mode=0
0x004db4080x12write8sub display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004db4100x21frame8set sprite=0x14, frame=41, gate=2, mode=0
0x004db4180x21frame8set sprite=0x14, frame=40, gate=2, mode=0
0x004db4200x03jump8jump 0x004db540
0x004db5400x21frame8set sprite=0x14, frame=3, gate=2, mode=0
0x004db5480xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004db54c0x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 안면백조권 · 0x0c
VAopkindlensummary
0x004db2240xbcmovement4direct placement selector=3: opposite target-side edge placement.
0x004db2280x12write8sub display/actor field +0x1c, imm=0x00200000 (32px)
0x004db2300x12write8add display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004db2380x21frame8set sprite=0x14, frame=6, gate=2, mode=0
0x004db2400x21frame8set sprite=0x14, frame=7, gate=6, mode=0
0x004db2480x12write8add display/actor field +0x1c, imm=0x00200000 (32px)
0x004db2500x21frame8set sprite=0x14, frame=8, gate=2, mode=0
0x004db2580x21frame8set sprite=0x14, frame=9, gate=2, mode=0
0x004db2600xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004db2640xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db26c0xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db2740xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db2780x21frame8set sprite=0x14, frame=9, gate=2, mode=0
0x004db2800x12write8add display/actor field +0x1c, imm=0xffe00000 (-32px)
0x004db2880x21frame8set sprite=0x14, frame=16, gate=2, mode=0
0x004db2900x21frame8set sprite=0x14, frame=17, gate=6, mode=0
0x004db2980x12write8add display/actor field +0x1c, imm=0x00200000 (32px)
0x004db2a00x21frame8set sprite=0x14, frame=18, gate=2, mode=0
0x004db2a80x21frame8set sprite=0x14, frame=19, gate=2, mode=0
0x004db2b00xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004db2b40xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db2bc0xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db2c40xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db2c80x21frame8set sprite=0x14, frame=19, gate=2, mode=0
0x004db2d00x12write8add display/actor field +0x1c, imm=0xffe00000 (-32px)
0x004db2d80x13branch8byte conditional branch take if actor.skillId == 0x0c -> 0x004db428
0x004db4280x21frame8set sprite=0x14, frame=33, gate=2, mode=0
0x004db4300x21frame8set sprite=0x14, frame=34, gate=6, mode=0
0x004db4380x12write8sub display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004db4400x21frame8set sprite=0x14, frame=38, gate=2, mode=0
0x004db4480x21frame8set sprite=0x14, frame=39, gate=2, mode=0
0x004db4500xc2sound4WLK id 04 (normal id 04, alt id 14, mode=0)
0x004db4540xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db45c0xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db4640xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db4680x21frame8set sprite=0x14, frame=39, gate=2, mode=0
0x004db4700x12write8add display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004db4780x21frame8set sprite=0x14, frame=33, gate=2, mode=0
0x004db4800x21frame8set sprite=0x14, frame=34, gate=6, mode=0
0x004db4880x12write8add display/actor field +0x20, imm=0xffdc0000 (-36px)
0x004db4900x21frame8set sprite=0x14, frame=35, gate=2, mode=0
0x004db4980x12write8add display/actor field +0x20, imm=0x000c0000 (12px)
0x004db4a00x21frame8set sprite=0x14, frame=36, gate=2, mode=0
0x004db4a80xc2sound4WLK id 05 (normal id 05, alt id 14, mode=0)
0x004db4ac0xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db4b40xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db4bc0xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db4c00x12write8add display/actor field +0x20, imm=0x000c0000 (12px)
0x004db4c80x21frame8set sprite=0x14, frame=37, gate=2, mode=0
0x004db4d00x12write8add display/actor field +0x20, imm=0xffdc0000 (-36px)
0x004db4d80x21frame8set sprite=0x14, frame=35, gate=2, mode=0
0x004db4e00x12write8sub display/actor field +0x20, imm=0xffdc0000 (-36px)
0x004db4e80x21frame8set sprite=0x14, frame=34, gate=2, mode=0
0x004db4f00x12write8sub display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004db4f80x12write8sub display/actor field +0x20, imm=0xfffc0000 (-4px)
0x004db5000x21frame8set sprite=0x14, frame=42, gate=2, mode=0
0x004db5080x12write8sub display/actor field +0x20, imm=0xfffc0000 (-4px)
0x004db5100x21frame8set sprite=0x14, frame=42, gate=2, mode=0
0x004db5180x12write8sub display/actor field +0x20, imm=0xfffc0000 (-4px)
0x004db5200x21frame8set sprite=0x14, frame=41, gate=2, mode=0
0x004db5280x21frame8set sprite=0x14, frame=40, gate=2, mode=0
0x004db5300x03jump8jump 0x004db540
0x004db5400x21frame8set sprite=0x14, frame=3, gate=2, mode=0
0x004db5480xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004db54c0x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 선렬각 · 0x0d
VAopkindlensummary
0x004db5640x21frame8set sprite=0x14, frame=12, gate=2, mode=0
0x004db56c0x21frame8set sprite=0x14, frame=13, gate=2, mode=0
0x004db5740xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004db5780xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db5800xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db5880xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db58c0x21frame8set sprite=0x14, frame=10, gate=2, mode=0
0x004db5940x21frame8set sprite=0x14, frame=11, gate=2, mode=0
0x004db59c0xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004db5a00xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db5a80xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db5b00xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db5b40x13branch8byte conditional branch take if actor.skillId == 0x0d -> 0x004db68c
0x004db68c0x12write8add display/actor field +0x20, imm=0x00100000 (16px)
0x004db6940x21frame8set sprite=0x14, frame=14, gate=2, mode=0
0x004db69c0x21frame8set sprite=0x14, frame=15, gate=2, mode=0
0x004db6a40xc2sound4WLK id 04 (normal id 04, alt id 14, mode=0)
0x004db6a80xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db6b00xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db6b80xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db6bc0x21frame8set sprite=0x14, frame=15, gate=2, mode=0
0x004db6c40x12write8sub display/actor field +0x20, imm=0x00100000 (16px)
0x004db6cc0x03jump8jump 0x004db73c
0x004db73c0x21frame8set sprite=0x14, frame=3, gate=2, mode=0
0x004db7440xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004db7480x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 선렬각 · 0x0e
VAopkindlensummary
0x004db5640x21frame8set sprite=0x14, frame=12, gate=2, mode=0
0x004db56c0x21frame8set sprite=0x14, frame=13, gate=2, mode=0
0x004db5740xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004db5780xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db5800xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db5880xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db58c0x21frame8set sprite=0x14, frame=10, gate=2, mode=0
0x004db5940x21frame8set sprite=0x14, frame=11, gate=2, mode=0
0x004db59c0xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004db5a00xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db5a80xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db5b00xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db5b40x13branch8byte conditional branch skip if actor.skillId == 0x0d -> 0x004db68c
0x004db5bc0x12write8add display/actor field +0x20, imm=0x00100000 (16px)
0x004db5c40x21frame8set sprite=0x14, frame=14, gate=2, mode=0
0x004db5cc0x21frame8set sprite=0x14, frame=15, gate=2, mode=0
0x004db5d40xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004db5d80xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db5e00xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db5e80xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db5ec0x12write8sub display/actor field +0x20, imm=0x00100000 (16px)
0x004db5f40x13branch8byte conditional branch take if actor.skillId == 0x0e -> 0x004db6d4
0x004db6d40x21frame8set sprite=0x14, frame=12, gate=2, mode=0
0x004db6dc0x21frame8set sprite=0x14, frame=13, gate=2, mode=0
0x004db6e40xc2sound4WLK id 04 (normal id 04, alt id 14, mode=0)
0x004db6e80xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db6f00xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db6f80xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db6fc0x21frame8set sprite=0x14, frame=13, gate=2, mode=0
0x004db7040x03jump8jump 0x004db73c
0x004db73c0x21frame8set sprite=0x14, frame=3, gate=2, mode=0
0x004db7440xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004db7480x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 선렬각 · 0x0f
VAopkindlensummary
0x004db5640x21frame8set sprite=0x14, frame=12, gate=2, mode=0
0x004db56c0x21frame8set sprite=0x14, frame=13, gate=2, mode=0
0x004db5740xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004db5780xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db5800xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db5880xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db58c0x21frame8set sprite=0x14, frame=10, gate=2, mode=0
0x004db5940x21frame8set sprite=0x14, frame=11, gate=2, mode=0
0x004db59c0xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004db5a00xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db5a80xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db5b00xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db5b40x13branch8byte conditional branch skip if actor.skillId == 0x0d -> 0x004db68c
0x004db5bc0x12write8add display/actor field +0x20, imm=0x00100000 (16px)
0x004db5c40x21frame8set sprite=0x14, frame=14, gate=2, mode=0
0x004db5cc0x21frame8set sprite=0x14, frame=15, gate=2, mode=0
0x004db5d40xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004db5d80xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db5e00xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db5e80xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db5ec0x12write8sub display/actor field +0x20, imm=0x00100000 (16px)
0x004db5f40x13branch8byte conditional branch skip if actor.skillId == 0x0e -> 0x004db6d4
0x004db5fc0x21frame8set sprite=0x14, frame=12, gate=2, mode=0
0x004db6040x21frame8set sprite=0x14, frame=13, gate=2, mode=0
0x004db60c0xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004db6100xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db6180xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db6200xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db6240x13branch8byte conditional branch take if actor.skillId == 0x0f -> 0x004db70c
0x004db70c0x21frame8set sprite=0x14, frame=10, gate=2, mode=0
0x004db7140x21frame8set sprite=0x14, frame=11, gate=2, mode=0
0x004db71c0xc2sound4WLK id 04 (normal id 04, alt id 14, mode=0)
0x004db7200xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db7280xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db7300xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db7340x21frame8set sprite=0x14, frame=11, gate=2, mode=0
0x004db73c0x21frame8set sprite=0x14, frame=3, gate=2, mode=0
0x004db7440xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004db7480x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 선렬각 · 0x10
VAopkindlensummary
0x004db5640x21frame8set sprite=0x14, frame=12, gate=2, mode=0
0x004db56c0x21frame8set sprite=0x14, frame=13, gate=2, mode=0
0x004db5740xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004db5780xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db5800xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db5880xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db58c0x21frame8set sprite=0x14, frame=10, gate=2, mode=0
0x004db5940x21frame8set sprite=0x14, frame=11, gate=2, mode=0
0x004db59c0xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004db5a00xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db5a80xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db5b00xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db5b40x13branch8byte conditional branch skip if actor.skillId == 0x0d -> 0x004db68c
0x004db5bc0x12write8add display/actor field +0x20, imm=0x00100000 (16px)
0x004db5c40x21frame8set sprite=0x14, frame=14, gate=2, mode=0
0x004db5cc0x21frame8set sprite=0x14, frame=15, gate=2, mode=0
0x004db5d40xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004db5d80xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db5e00xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db5e80xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db5ec0x12write8sub display/actor field +0x20, imm=0x00100000 (16px)
0x004db5f40x13branch8byte conditional branch skip if actor.skillId == 0x0e -> 0x004db6d4
0x004db5fc0x21frame8set sprite=0x14, frame=12, gate=2, mode=0
0x004db6040x21frame8set sprite=0x14, frame=13, gate=2, mode=0
0x004db60c0xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004db6100xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db6180xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db6200xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db6240x13branch8byte conditional branch skip if actor.skillId == 0x0f -> 0x004db70c
0x004db62c0x21frame8set sprite=0x14, frame=10, gate=2, mode=0
0x004db6340x21frame8set sprite=0x14, frame=11, gate=2, mode=0
0x004db63c0xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004db6400xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db6480xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db6500xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db6540x21frame8set sprite=0x14, frame=12, gate=2, mode=0
0x004db65c0xbcmovement4interpolated child motion mode=4, selector=2, stepDivisor=4: one target-side edge placement; side depends on actor kind.
0x004db6600x21frame8set sprite=0x14, frame=13, gate=2, mode=0
0x004db6680xbdcleanup/helper4helper-call id=110; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004db66c0xc2sound4WLK id 05 (normal id 05, alt id 14, mode=0)
0x004db6700xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db6780xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db6800xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db6840x03jump8jump 0x004db73c
0x004db73c0x21frame8set sprite=0x14, frame=3, gate=2, mode=0
0x004db7440xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004db7480x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 열화폭염권 · 0x11
VAopkindlensummary
0x004db7840x21frame8set sprite=0x14, frame=22, gate=2, mode=0
0x004db78c0x21frame8set sprite=0x14, frame=23, gate=2, mode=0
0x004db7940x13branch8byte conditional branch take if actor.skillId == 0x11 -> 0x004db7ec
0x004db7ec0x24effect-sound4effect/cast cue mode=0x01 WLK id 07; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004db7f00xbdcleanup/helper4helper-call id=55; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004db7f40xc2sound4WLK id 05 (normal id 05, alt id 14, mode=0)
0x004db7f80xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db8000xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db8080xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db80c0x21frame8set sprite=0x14, frame=23, gate=6, mode=0
0x004db8140x21frame8set sprite=0x14, frame=3, gate=2, mode=0
0x004db81c0x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 열화폭염권 · 0x12
VAopkindlensummary
0x004db7840x21frame8set sprite=0x14, frame=22, gate=2, mode=0
0x004db78c0x21frame8set sprite=0x14, frame=23, gate=2, mode=0
0x004db7940x13branch8byte conditional branch skip if actor.skillId == 0x11 -> 0x004db7ec
0x004db79c0x24effect-sound4effect/cast cue mode=0x01 WLK id 07; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004db7a00xbdcleanup/helper4helper-call id=56; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004db7a40x21frame8set sprite=0x14, frame=23, gate=6, mode=0
0x004db7ac0x13branch8byte conditional branch take if actor.skillId == 0x12 -> 0x004db7ec
0x004db7ec0x24effect-sound4effect/cast cue mode=0x01 WLK id 07; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004db7f00xbdcleanup/helper4helper-call id=55; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004db7f40xc2sound4WLK id 05 (normal id 05, alt id 14, mode=0)
0x004db7f80xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db8000xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db8080xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db80c0x21frame8set sprite=0x14, frame=23, gate=6, mode=0
0x004db8140x21frame8set sprite=0x14, frame=3, gate=2, mode=0
0x004db81c0x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 열화폭염권 · 0x13
VAopkindlensummary
0x004db7840x21frame8set sprite=0x14, frame=22, gate=2, mode=0
0x004db78c0x21frame8set sprite=0x14, frame=23, gate=2, mode=0
0x004db7940x13branch8byte conditional branch skip if actor.skillId == 0x11 -> 0x004db7ec
0x004db79c0x24effect-sound4effect/cast cue mode=0x01 WLK id 07; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004db7a00xbdcleanup/helper4helper-call id=56; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004db7a40x21frame8set sprite=0x14, frame=23, gate=6, mode=0
0x004db7ac0x13branch8byte conditional branch skip if actor.skillId == 0x12 -> 0x004db7ec
0x004db7b40x24effect-sound4effect/cast cue mode=0x01 WLK id 07; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004db7b80xbdcleanup/helper4helper-call id=56; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004db7bc0x21frame8set sprite=0x14, frame=23, gate=6, mode=0
0x004db7c40x13branch8byte conditional branch take if actor.skillId == 0x13 -> 0x004db7ec
0x004db7ec0x24effect-sound4effect/cast cue mode=0x01 WLK id 07; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004db7f00xbdcleanup/helper4helper-call id=55; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004db7f40xc2sound4WLK id 05 (normal id 05, alt id 14, mode=0)
0x004db7f80xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db8000xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db8080xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db80c0x21frame8set sprite=0x14, frame=23, gate=6, mode=0
0x004db8140x21frame8set sprite=0x14, frame=3, gate=2, mode=0
0x004db81c0x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 열화폭염권 · 0x14
VAopkindlensummary
0x004db7840x21frame8set sprite=0x14, frame=22, gate=2, mode=0
0x004db78c0x21frame8set sprite=0x14, frame=23, gate=2, mode=0
0x004db7940x13branch8byte conditional branch skip if actor.skillId == 0x11 -> 0x004db7ec
0x004db79c0x24effect-sound4effect/cast cue mode=0x01 WLK id 07; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004db7a00xbdcleanup/helper4helper-call id=56; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004db7a40x21frame8set sprite=0x14, frame=23, gate=6, mode=0
0x004db7ac0x13branch8byte conditional branch skip if actor.skillId == 0x12 -> 0x004db7ec
0x004db7b40x24effect-sound4effect/cast cue mode=0x01 WLK id 07; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004db7b80xbdcleanup/helper4helper-call id=56; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004db7bc0x21frame8set sprite=0x14, frame=23, gate=6, mode=0
0x004db7c40x13branch8byte conditional branch skip if actor.skillId == 0x13 -> 0x004db7ec
0x004db7cc0x24effect-sound4effect/cast cue mode=0x01 WLK id 07; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004db7d00xbdcleanup/helper4helper-call id=56; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004db7d40x21frame8set sprite=0x14, frame=23, gate=6, mode=0
0x004db7dc0x24effect-sound4effect/cast cue mode=0x01 WLK id 07; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004db7e00xbdcleanup/helper4helper-call id=56; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004db7e40x21frame8set sprite=0x14, frame=23, gate=2, mode=0
0x004db7ec0x24effect-sound4effect/cast cue mode=0x01 WLK id 07; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004db7f00xbdcleanup/helper4helper-call id=55; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004db7f40xc2sound4WLK id 05 (normal id 05, alt id 14, mode=0)
0x004db7f80xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db8000xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db8080xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db80c0x21frame8set sprite=0x14, frame=23, gate=6, mode=0
0x004db8140x21frame8set sprite=0x14, frame=3, gate=2, mode=0
0x004db81c0x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 암각·영상승룡파 · 0x15
VAopkindlensummary
0x004db8280xbcmovement4direct placement selector=3: opposite target-side edge placement.
0x004db82c0x12write8sub display/actor field +0x1c, imm=0x00200000 (32px)
0x004db8340x21frame8set sprite=0x14, frame=33, gate=2, mode=0
0x004db83c0x21frame8set sprite=0x14, frame=34, gate=16, mode=0
0x004db8440x12write8add display/actor field +0x1c, imm=0x00100000 (16px)
0x004db84c0x13branch8byte conditional branch skip if actor.skillId == 0x18 -> 0x004db894
0x004db8540x13branch8byte conditional branch skip if actor.skillId == 0x17 -> 0x004db884
0x004db85c0x13branch8byte conditional branch skip if actor.skillId == 0x16 -> 0x004db874
0x004db8640xbdcleanup/helper4helper-call id=95; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004db8680x24effect-sound4effect/cast cue mode=0x01 WLK id 21; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004db86c0x03jump8jump 0x004db89c
0x004db89c0x21frame8set sprite=0x14, frame=38, gate=2, mode=0
0x004db8a40x21frame8set sprite=0x14, frame=39, gate=1, mode=0
0x004db8ac0xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004db8b00xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db8b80xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db8c00xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db8c40x06repeat-loop8repeat-loop count=3, target=0x004db8a4; handler stores target in object +0x3c and counter in +0x60
0x004db8cc0x13branch8byte conditional branch take if actor.skillId == 0x15 -> 0x004db94c
0x004db94c0x12write8sub display/actor field +0x1c, imm=0x00100000 (16px)
0x004db9540x21frame8set sprite=0x14, frame=3, gate=2, mode=0
0x004db95c0xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004db9600x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 암각·영상승룡파 · 0x16
VAopkindlensummary
0x004db8280xbcmovement4direct placement selector=3: opposite target-side edge placement.
0x004db82c0x12write8sub display/actor field +0x1c, imm=0x00200000 (32px)
0x004db8340x21frame8set sprite=0x14, frame=33, gate=2, mode=0
0x004db83c0x21frame8set sprite=0x14, frame=34, gate=16, mode=0
0x004db8440x12write8add display/actor field +0x1c, imm=0x00100000 (16px)
0x004db84c0x13branch8byte conditional branch skip if actor.skillId == 0x18 -> 0x004db894
0x004db8540x13branch8byte conditional branch skip if actor.skillId == 0x17 -> 0x004db884
0x004db85c0x13branch8byte conditional branch take if actor.skillId == 0x16 -> 0x004db874
0x004db8740xbdcleanup/helper4helper-call id=96; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004db8780x24effect-sound4effect/cast cue mode=0x01 WLK id 21; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004db87c0x03jump8jump 0x004db89c
0x004db89c0x21frame8set sprite=0x14, frame=38, gate=2, mode=0
0x004db8a40x21frame8set sprite=0x14, frame=39, gate=1, mode=0
0x004db8ac0xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004db8b00xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db8b80xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db8c00xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db8c40x06repeat-loop8repeat-loop count=3, target=0x004db8a4; handler stores target in object +0x3c and counter in +0x60
0x004db8cc0x13branch8byte conditional branch skip if actor.skillId == 0x15 -> 0x004db94c
0x004db8d40x21frame8set sprite=0x14, frame=39, gate=1, mode=0
0x004db8dc0xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004db8e00xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db8e80xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db8f00xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db8f40x13branch8byte conditional branch take if actor.skillId == 0x16 -> 0x004db94c
0x004db94c0x12write8sub display/actor field +0x1c, imm=0x00100000 (16px)
0x004db9540x21frame8set sprite=0x14, frame=3, gate=2, mode=0
0x004db95c0xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004db9600x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 암각·영상승룡파 · 0x17
VAopkindlensummary
0x004db8280xbcmovement4direct placement selector=3: opposite target-side edge placement.
0x004db82c0x12write8sub display/actor field +0x1c, imm=0x00200000 (32px)
0x004db8340x21frame8set sprite=0x14, frame=33, gate=2, mode=0
0x004db83c0x21frame8set sprite=0x14, frame=34, gate=16, mode=0
0x004db8440x12write8add display/actor field +0x1c, imm=0x00100000 (16px)
0x004db84c0x13branch8byte conditional branch skip if actor.skillId == 0x18 -> 0x004db894
0x004db8540x13branch8byte conditional branch take if actor.skillId == 0x17 -> 0x004db884
0x004db8840xbdcleanup/helper4helper-call id=97; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004db8880x24effect-sound4effect/cast cue mode=0x01 WLK id 21; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004db88c0x03jump8jump 0x004db89c
0x004db89c0x21frame8set sprite=0x14, frame=38, gate=2, mode=0
0x004db8a40x21frame8set sprite=0x14, frame=39, gate=1, mode=0
0x004db8ac0xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004db8b00xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db8b80xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db8c00xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db8c40x06repeat-loop8repeat-loop count=3, target=0x004db8a4; handler stores target in object +0x3c and counter in +0x60
0x004db8cc0x13branch8byte conditional branch skip if actor.skillId == 0x15 -> 0x004db94c
0x004db8d40x21frame8set sprite=0x14, frame=39, gate=1, mode=0
0x004db8dc0xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004db8e00xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db8e80xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db8f00xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db8f40x13branch8byte conditional branch skip if actor.skillId == 0x16 -> 0x004db94c
0x004db8fc0x21frame8set sprite=0x14, frame=39, gate=1, mode=0
0x004db9040xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004db9080xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db9100xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db9180xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db91c0x13branch8byte conditional branch take if actor.skillId == 0x17 -> 0x004db94c
0x004db94c0x12write8sub display/actor field +0x1c, imm=0x00100000 (16px)
0x004db9540x21frame8set sprite=0x14, frame=3, gate=2, mode=0
0x004db95c0xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004db9600x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 암각·영상승룡파 · 0x18
VAopkindlensummary
0x004db8280xbcmovement4direct placement selector=3: opposite target-side edge placement.
0x004db82c0x12write8sub display/actor field +0x1c, imm=0x00200000 (32px)
0x004db8340x21frame8set sprite=0x14, frame=33, gate=2, mode=0
0x004db83c0x21frame8set sprite=0x14, frame=34, gate=16, mode=0
0x004db8440x12write8add display/actor field +0x1c, imm=0x00100000 (16px)
0x004db84c0x13branch8byte conditional branch take if actor.skillId == 0x18 -> 0x004db894
0x004db8940xbdcleanup/helper4helper-call id=98; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004db8980x24effect-sound4effect/cast cue mode=0x01 WLK id 21; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004db89c0x21frame8set sprite=0x14, frame=38, gate=2, mode=0
0x004db8a40x21frame8set sprite=0x14, frame=39, gate=1, mode=0
0x004db8ac0xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004db8b00xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db8b80xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db8c00xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db8c40x06repeat-loop8repeat-loop count=3, target=0x004db8a4; handler stores target in object +0x3c and counter in +0x60
0x004db8cc0x13branch8byte conditional branch skip if actor.skillId == 0x15 -> 0x004db94c
0x004db8d40x21frame8set sprite=0x14, frame=39, gate=1, mode=0
0x004db8dc0xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004db8e00xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db8e80xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db8f00xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db8f40x13branch8byte conditional branch skip if actor.skillId == 0x16 -> 0x004db94c
0x004db8fc0x21frame8set sprite=0x14, frame=39, gate=1, mode=0
0x004db9040xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004db9080xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db9100xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db9180xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db91c0x13branch8byte conditional branch skip if actor.skillId == 0x17 -> 0x004db94c
0x004db9240x21frame8set sprite=0x14, frame=39, gate=1, mode=0
0x004db92c0xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004db9300xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db9380xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db9400xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db9440x06repeat-loop8repeat-loop count=5, target=0x004db924; handler stores target in object +0x3c and counter in +0x60
0x004db94c0x12write8sub display/actor field +0x1c, imm=0x00100000 (16px)
0x004db9540x21frame8set sprite=0x14, frame=3, gate=2, mode=0
0x004db95c0xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004db9600x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 고양이달래기 · 0x1c
VAopkindlensummary
0x004dbad00x21frame8set sprite=0x14, frame=24, gate=2, mode=0
0x004dbad80x21frame8set sprite=0x14, frame=25, gate=2, mode=0
0x004dbae00xc2sound4WLK id 35 (normal id 35, alt id 35, mode=1)
0x004dbae40x13branch8byte conditional branch take if actor.skillId == 0x1c -> 0x004dbb20
0x004dbb200xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004dbb280xadactor-flags8actor flag mode=1, mask=0x00000008
0x004dbb300xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004dbb340x21frame8set sprite=0x14, frame=3, gate=2, mode=0
0x004dbb3c0x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 고양이달래기 · 0x1d
VAopkindlensummary
0x004dbad00x21frame8set sprite=0x14, frame=24, gate=2, mode=0
0x004dbad80x21frame8set sprite=0x14, frame=25, gate=2, mode=0
0x004dbae00xc2sound4WLK id 35 (normal id 35, alt id 35, mode=1)
0x004dbae40x13branch8byte conditional branch skip if actor.skillId == 0x1c -> 0x004dbb20
0x004dbaec0x13branch8byte conditional branch skip if actor.skillId == 0x1f -> 0x004dbb14
0x004dbaf40x13branch8byte conditional branch skip if actor.skillId == 0x1e -> 0x004dbb08
0x004dbafc0xbdcleanup/helper4helper-call id=102; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004dbb000x03jump8jump 0x004dbb18
0x004dbb180xc1wait8actor flag barrier mode=0, mask=0x00000002
0x004dbb200xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004dbb280xadactor-flags8actor flag mode=1, mask=0x00000008
0x004dbb300xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004dbb340x21frame8set sprite=0x14, frame=3, gate=2, mode=0
0x004dbb3c0x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 고양이달래기 · 0x1e
VAopkindlensummary
0x004dbad00x21frame8set sprite=0x14, frame=24, gate=2, mode=0
0x004dbad80x21frame8set sprite=0x14, frame=25, gate=2, mode=0
0x004dbae00xc2sound4WLK id 35 (normal id 35, alt id 35, mode=1)
0x004dbae40x13branch8byte conditional branch skip if actor.skillId == 0x1c -> 0x004dbb20
0x004dbaec0x13branch8byte conditional branch skip if actor.skillId == 0x1f -> 0x004dbb14
0x004dbaf40x13branch8byte conditional branch take if actor.skillId == 0x1e -> 0x004dbb08
0x004dbb080xbdcleanup/helper4helper-call id=103; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004dbb0c0x03jump8jump 0x004dbb18
0x004dbb180xc1wait8actor flag barrier mode=0, mask=0x00000002
0x004dbb200xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004dbb280xadactor-flags8actor flag mode=1, mask=0x00000008
0x004dbb300xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004dbb340x21frame8set sprite=0x14, frame=3, gate=2, mode=0
0x004dbb3c0x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 고양이달래기 · 0x1f
VAopkindlensummary
0x004dbad00x21frame8set sprite=0x14, frame=24, gate=2, mode=0
0x004dbad80x21frame8set sprite=0x14, frame=25, gate=2, mode=0
0x004dbae00xc2sound4WLK id 35 (normal id 35, alt id 35, mode=1)
0x004dbae40x13branch8byte conditional branch skip if actor.skillId == 0x1c -> 0x004dbb20
0x004dbaec0x13branch8byte conditional branch take if actor.skillId == 0x1f -> 0x004dbb14
0x004dbb140xbdcleanup/helper4helper-call id=104; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004dbb180xc1wait8actor flag barrier mode=0, mask=0x00000002
0x004dbb200xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004dbb280xadactor-flags8actor flag mode=1, mask=0x00000008
0x004dbb300xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004dbb340x21frame8set sprite=0x14, frame=3, gate=2, mode=0
0x004dbb3c0x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 유미쌍조 · 0x20
VAopkindlensummary
0x004dbb540x21frame8set sprite=0x14, frame=33, gate=2, mode=0
0x004dbb5c0x21frame8set sprite=0x14, frame=34, gate=6, mode=0
0x004dbb640x13branch8byte conditional branch skip if actor.skillId == 0x21 -> 0x004dbbec
0x004dbb6c0x13branch8byte conditional branch skip if actor.skillId != 0x20 -> 0x004dbc9c
0x004dbb740x12write8add display/actor field +0x20, imm=0xffe00000 (-32px)
0x004dbb7c0x21frame8set sprite=0x14, frame=35, gate=2, mode=0
0x004dbb840x12write8add display/actor field +0x20, imm=0x00100000 (16px)
0x004dbb8c0x21frame8set sprite=0x14, frame=36, gate=2, mode=0
0x004dbb940xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004dbb980xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004dbba00xadactor-flags8actor flag mode=1, mask=0x00000008
0x004dbba80xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004dbbac0x12write8add display/actor field +0x20, imm=0x00100000 (16px)
0x004dbbb40x21frame8set sprite=0x14, frame=37, gate=2, mode=0
0x004dbbbc0x12write8add display/actor field +0x20, imm=0xffe00000 (-32px)
0x004dbbc40x21frame8set sprite=0x14, frame=35, gate=2, mode=0
0x004dbbcc0x12write8sub display/actor field +0x20, imm=0xffe00000 (-32px)
0x004dbbd40x21frame8set sprite=0x14, frame=34, gate=2, mode=0
0x004dbbdc0x12write8sub display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004dbbe40x03jump8jump 0x004dbdac
0x004dbdac0x21frame8set sprite=0x14, frame=3, gate=2, mode=0
0x004dbdb40xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004dbdb80x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 유미쌍조 · 0x21
VAopkindlensummary
0x004dbb540x21frame8set sprite=0x14, frame=33, gate=2, mode=0
0x004dbb5c0x21frame8set sprite=0x14, frame=34, gate=6, mode=0
0x004dbb640x13branch8byte conditional branch take if actor.skillId == 0x21 -> 0x004dbbec
0x004dbbec0x12write8add display/actor field +0x20, imm=0xffdc0000 (-36px)
0x004dbbf40x21frame8set sprite=0x14, frame=35, gate=2, mode=0
0x004dbbfc0x12write8add display/actor field +0x20, imm=0x000c0000 (12px)
0x004dbc040x21frame8set sprite=0x14, frame=36, gate=2, mode=0
0x004dbc0c0xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004dbc100xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004dbc180xadactor-flags8actor flag mode=1, mask=0x00000008
0x004dbc200xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004dbc240x12write8add display/actor field +0x20, imm=0x000c0000 (12px)
0x004dbc2c0x21frame8set sprite=0x14, frame=37, gate=2, mode=0
0x004dbc340x12write8add display/actor field +0x20, imm=0xffdc0000 (-36px)
0x004dbc3c0x21frame8set sprite=0x14, frame=35, gate=2, mode=0
0x004dbc440x12write8sub display/actor field +0x20, imm=0xffdc0000 (-36px)
0x004dbc4c0x21frame8set sprite=0x14, frame=34, gate=2, mode=0
0x004dbc540x12write8sub display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004dbc5c0x12write8sub display/actor field +0x20, imm=0xfffc0000 (-4px)
0x004dbc640x21frame8set sprite=0x14, frame=42, gate=2, mode=0
0x004dbc6c0x12write8sub display/actor field +0x20, imm=0xfffc0000 (-4px)
0x004dbc740x21frame8set sprite=0x14, frame=42, gate=2, mode=0
0x004dbc7c0x12write8sub display/actor field +0x20, imm=0xfffc0000 (-4px)
0x004dbc840x21frame8set sprite=0x14, frame=41, gate=2, mode=0
0x004dbc8c0x21frame8set sprite=0x14, frame=40, gate=2, mode=0
0x004dbc940x03jump8jump 0x004dbdac
0x004dbdac0x21frame8set sprite=0x14, frame=3, gate=2, mode=0
0x004dbdb40xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004dbdb80x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 유미쌍조 · 0x22
VAopkindlensummary
0x004dbb540x21frame8set sprite=0x14, frame=33, gate=2, mode=0
0x004dbb5c0x21frame8set sprite=0x14, frame=34, gate=6, mode=0
0x004dbb640x13branch8byte conditional branch skip if actor.skillId == 0x21 -> 0x004dbbec
0x004dbb6c0x13branch8byte conditional branch take if actor.skillId != 0x20 -> 0x004dbc9c
0x004dbc9c0x12write8add display/actor field +0x20, imm=0xffe80000 (-24px)
0x004dbca40x21frame8set sprite=0x14, frame=35, gate=2, mode=0
0x004dbcac0x12write8add display/actor field +0x20, imm=0x00080000 (8px)
0x004dbcb40x21frame8set sprite=0x14, frame=36, gate=2, mode=0
0x004dbcbc0x12write8add display/actor field +0x20, imm=0x00100000 (16px)
0x004dbcc40x21frame8set sprite=0x14, frame=37, gate=2, mode=0
0x004dbccc0x13branch8byte conditional branch take if actor.skillId == 0x22 -> 0x004dbbec
0x004dbbec0x12write8add display/actor field +0x20, imm=0xffdc0000 (-36px)
0x004dbbf40x21frame8set sprite=0x14, frame=35, gate=2, mode=0
0x004dbbfc0x12write8add display/actor field +0x20, imm=0x000c0000 (12px)
0x004dbc040x21frame8set sprite=0x14, frame=36, gate=2, mode=0
0x004dbc0c0xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004dbc100xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004dbc180xadactor-flags8actor flag mode=1, mask=0x00000008
0x004dbc200xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004dbc240x12write8add display/actor field +0x20, imm=0x000c0000 (12px)
0x004dbc2c0x21frame8set sprite=0x14, frame=37, gate=2, mode=0
0x004dbc340x12write8add display/actor field +0x20, imm=0xffdc0000 (-36px)
0x004dbc3c0x21frame8set sprite=0x14, frame=35, gate=2, mode=0
0x004dbc440x12write8sub display/actor field +0x20, imm=0xffdc0000 (-36px)
0x004dbc4c0x21frame8set sprite=0x14, frame=34, gate=2, mode=0
0x004dbc540x12write8sub display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004dbc5c0x12write8sub display/actor field +0x20, imm=0xfffc0000 (-4px)
0x004dbc640x21frame8set sprite=0x14, frame=42, gate=2, mode=0
0x004dbc6c0x12write8sub display/actor field +0x20, imm=0xfffc0000 (-4px)
0x004dbc740x21frame8set sprite=0x14, frame=42, gate=2, mode=0
0x004dbc7c0x12write8sub display/actor field +0x20, imm=0xfffc0000 (-4px)
0x004dbc840x21frame8set sprite=0x14, frame=41, gate=2, mode=0
0x004dbc8c0x21frame8set sprite=0x14, frame=40, gate=2, mode=0
0x004dbc940x03jump8jump 0x004dbdac
0x004dbdac0x21frame8set sprite=0x14, frame=3, gate=2, mode=0
0x004dbdb40xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004dbdb80x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 유미쌍조 · 0x23
VAopkindlensummary
0x004dbb540x21frame8set sprite=0x14, frame=33, gate=2, mode=0
0x004dbb5c0x21frame8set sprite=0x14, frame=34, gate=6, mode=0
0x004dbb640x13branch8byte conditional branch skip if actor.skillId == 0x21 -> 0x004dbbec
0x004dbb6c0x13branch8byte conditional branch take if actor.skillId != 0x20 -> 0x004dbc9c
0x004dbc9c0x12write8add display/actor field +0x20, imm=0xffe80000 (-24px)
0x004dbca40x21frame8set sprite=0x14, frame=35, gate=2, mode=0
0x004dbcac0x12write8add display/actor field +0x20, imm=0x00080000 (8px)
0x004dbcb40x21frame8set sprite=0x14, frame=36, gate=2, mode=0
0x004dbcbc0x12write8add display/actor field +0x20, imm=0x00100000 (16px)
0x004dbcc40x21frame8set sprite=0x14, frame=37, gate=2, mode=0
0x004dbccc0x13branch8byte conditional branch skip if actor.skillId == 0x22 -> 0x004dbbec
0x004dbcd40x12write8add display/actor field +0x20, imm=0xffe80000 (-24px)
0x004dbcdc0x21frame8set sprite=0x14, frame=35, gate=2, mode=0
0x004dbce40x12write8add display/actor field +0x20, imm=0x00080000 (8px)
0x004dbcec0x21frame8set sprite=0x14, frame=36, gate=2, mode=0
0x004dbcf40x12write8add display/actor field +0x20, imm=0x00100000 (16px)
0x004dbcfc0x21frame8set sprite=0x14, frame=37, gate=2, mode=0
0x004dbd040x12write8add display/actor field +0x20, imm=0xffd80000 (-40px)
0x004dbd0c0x21frame8set sprite=0x14, frame=35, gate=2, mode=0
0x004dbd140x12write8add display/actor field +0x20, imm=0x00080000 (8px)
0x004dbd1c0x21frame8set sprite=0x14, frame=36, gate=2, mode=0
0x004dbd240xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004dbd280xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004dbd300xadactor-flags8actor flag mode=1, mask=0x00000008
0x004dbd380xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004dbd3c0x12write8add display/actor field +0x20, imm=0x00080000 (8px)
0x004dbd440x21frame8set sprite=0x14, frame=37, gate=2, mode=0
0x004dbd4c0x12write8add display/actor field +0x20, imm=0xffd80000 (-40px)
0x004dbd540x21frame8set sprite=0x14, frame=35, gate=2, mode=0
0x004dbd5c0x12write8sub display/actor field +0x20, imm=0xffd80000 (-40px)
0x004dbd640x21frame8set sprite=0x14, frame=34, gate=2, mode=0
0x004dbd6c0x12write8sub display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004dbd740x12write8sub display/actor field +0x20, imm=0xfff80000 (-8px)
0x004dbd7c0x21frame8set sprite=0x14, frame=42, gate=2, mode=0
0x004dbd840x12write8sub display/actor field +0x20, imm=0xfff80000 (-8px)
0x004dbd8c0x21frame8set sprite=0x14, frame=42, gate=2, mode=0
0x004dbd940x12write8sub display/actor field +0x20, imm=0xfff80000 (-8px)
0x004dbd9c0x21frame8set sprite=0x14, frame=41, gate=2, mode=0
0x004dbda40x21frame8set sprite=0x14, frame=40, gate=2, mode=0
0x004dbdac0x21frame8set sprite=0x14, frame=3, gate=2, mode=0
0x004dbdb40xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004dbdb80x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 대폭진 · 0x24
VAopkindlensummary
0x004dbde40x21frame8set sprite=0x14, frame=31, gate=1, mode=0
0x004dbdec0x13branch8byte conditional branch take if actor.skillId == 0x24 -> 0x004dbe30
0x004dbe300x21frame8set sprite=0x14, frame=31, gate=1, mode=0
0x004dbe380x21frame8set sprite=0x14, frame=32, gate=4, mode=0
0x004dbe400x13branch8byte conditional branch take if actor.skillId != 0x27 -> 0x004dbe4c
0x004dbe4c0x13branch8byte conditional branch skip if actor.skillId == 0x27 -> 0x004dbf00
0x004dbe540x13branch8byte conditional branch skip if actor.skillId == 0x26 -> 0x004dbecc
0x004dbe5c0x13branch8byte conditional branch skip if actor.skillId == 0x25 -> 0x004dbe98
0x004dbe640xbdcleanup/helper4helper-call id=58; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004dbe680x21frame8set sprite=0x14, frame=32, gate=4, mode=0
0x004dbe700xc2sound4WLK id 29 (normal id 29, alt id 29, mode=1)
0x004dbe740xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004dbe7c0xadactor-flags8actor flag mode=1, mask=0x00000008
0x004dbe840xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004dbe880x21frame8set sprite=0x14, frame=32, gate=8, mode=0
0x004dbe900x03jump8jump 0x004dbf2c
0x004dbf2c0x21frame8set sprite=0x14, frame=3, gate=2, mode=0
0x004dbf340x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 대폭진 · 0x25
VAopkindlensummary
0x004dbde40x21frame8set sprite=0x14, frame=31, gate=1, mode=0
0x004dbdec0x13branch8byte conditional branch skip if actor.skillId == 0x24 -> 0x004dbe30
0x004dbdf40x13branch8byte conditional branch skip if actor.skillId == 0x27 -> 0x004dbe20
0x004dbdfc0xbdcleanup/helper4helper-call id=40; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004dbe000xbdcleanup/helper4helper-call id=41; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004dbe040x13branch8byte conditional branch skip if actor.skillId == 0x26 -> 0x004dbe14
0x004dbe0c0x03jump8jump 0x004dbe30
0x004dbe300x21frame8set sprite=0x14, frame=31, gate=1, mode=0
0x004dbe380x21frame8set sprite=0x14, frame=32, gate=4, mode=0
0x004dbe400x13branch8byte conditional branch take if actor.skillId != 0x27 -> 0x004dbe4c
0x004dbe4c0x13branch8byte conditional branch skip if actor.skillId == 0x27 -> 0x004dbf00
0x004dbe540x13branch8byte conditional branch skip if actor.skillId == 0x26 -> 0x004dbecc
0x004dbe5c0x13branch8byte conditional branch take if actor.skillId == 0x25 -> 0x004dbe98
0x004dbe980xbdcleanup/helper4helper-call id=59; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004dbe9c0x21frame8set sprite=0x14, frame=32, gate=4, mode=0
0x004dbea40xc2sound4WLK id 29 (normal id 29, alt id 29, mode=1)
0x004dbea80xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004dbeb00xadactor-flags8actor flag mode=1, mask=0x00000008
0x004dbeb80xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004dbebc0x21frame8set sprite=0x14, frame=32, gate=16, mode=0
0x004dbec40x03jump8jump 0x004dbf2c
0x004dbf2c0x21frame8set sprite=0x14, frame=3, gate=2, mode=0
0x004dbf340x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 대폭진 · 0x26
VAopkindlensummary
0x004dbde40x21frame8set sprite=0x14, frame=31, gate=1, mode=0
0x004dbdec0x13branch8byte conditional branch skip if actor.skillId == 0x24 -> 0x004dbe30
0x004dbdf40x13branch8byte conditional branch skip if actor.skillId == 0x27 -> 0x004dbe20
0x004dbdfc0xbdcleanup/helper4helper-call id=40; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004dbe000xbdcleanup/helper4helper-call id=41; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004dbe040x13branch8byte conditional branch take if actor.skillId == 0x26 -> 0x004dbe14
0x004dbe140xbdcleanup/helper4helper-call id=37; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004dbe180x03jump8jump 0x004dbe30
0x004dbe300x21frame8set sprite=0x14, frame=31, gate=1, mode=0
0x004dbe380x21frame8set sprite=0x14, frame=32, gate=4, mode=0
0x004dbe400x13branch8byte conditional branch take if actor.skillId != 0x27 -> 0x004dbe4c
0x004dbe4c0x13branch8byte conditional branch skip if actor.skillId == 0x27 -> 0x004dbf00
0x004dbe540x13branch8byte conditional branch take if actor.skillId == 0x26 -> 0x004dbecc
0x004dbecc0xbdcleanup/helper4helper-call id=60; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004dbed00x21frame8set sprite=0x14, frame=32, gate=4, mode=0
0x004dbed80xc2sound4WLK id 29 (normal id 29, alt id 29, mode=1)
0x004dbedc0xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004dbee40xadactor-flags8actor flag mode=1, mask=0x00000008
0x004dbeec0xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004dbef00x21frame8set sprite=0x14, frame=32, gate=24, mode=0
0x004dbef80x03jump8jump 0x004dbf2c
0x004dbf2c0x21frame8set sprite=0x14, frame=3, gate=2, mode=0
0x004dbf340x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 대폭진 · 0x27
VAopkindlensummary
0x004dbde40x21frame8set sprite=0x14, frame=31, gate=1, mode=0
0x004dbdec0x13branch8byte conditional branch skip if actor.skillId == 0x24 -> 0x004dbe30
0x004dbdf40x13branch8byte conditional branch take if actor.skillId == 0x27 -> 0x004dbe20
0x004dbe200xbdcleanup/helper4helper-call id=57; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004dbe240x21frame8set sprite=0x14, frame=31, gate=4, mode=0
0x004dbe2c0xbdcleanup/helper4helper-call id=38; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004dbe300x21frame8set sprite=0x14, frame=31, gate=1, mode=0
0x004dbe380x21frame8set sprite=0x14, frame=32, gate=4, mode=0
0x004dbe400x13branch8byte conditional branch skip if actor.skillId != 0x27 -> 0x004dbe4c
0x004dbe480x24effect-sound4effect/cast cue mode=0x01 WLK id 29; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004dbe4c0x13branch8byte conditional branch take if actor.skillId == 0x27 -> 0x004dbf00
0x004dbf000xbdcleanup/helper4helper-call id=11; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004dbf040x21frame8set sprite=0x14, frame=32, gate=4, mode=0
0x004dbf0c0xc2sound4WLK id 29 (normal id 29, alt id 29, mode=1)
0x004dbf100xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004dbf180xadactor-flags8actor flag mode=1, mask=0x00000008
0x004dbf200xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004dbf240x21frame8set sprite=0x14, frame=32, gate=32, mode=0
0x004dbf2c0x21frame8set sprite=0x14, frame=3, gate=2, mode=0
0x004dbf340x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 암각·영상뢰화 · 0x28
VAopkindlensummary
0x004dbf640x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004dbf680x21frame8set sprite=0x14, frame=8, gate=2, mode=0
0x004dbf700x21frame8set sprite=0x14, frame=9, gate=8, mode=0
0x004dbf780x12write8add display/actor field +0x1c, imm=0xffe00000 (-32px)
0x004dbf800x21frame8set sprite=0x14, frame=16, gate=2, mode=0
0x004dbf880x21frame8set sprite=0x14, frame=17, gate=6, mode=0
0x004dbf900x12write8add display/actor field +0x1c, imm=0x00200000 (32px)
0x004dbf980x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004dbf9c0x21frame8set sprite=0x14, frame=18, gate=2, mode=0
0x004dbfa40x21frame8set sprite=0x14, frame=19, gate=8, mode=0
0x004dbfac0x13branch8byte conditional branch take if actor.skillId == 0x28 -> 0x004dc144
0x004dc1440x12write8add display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004dc14c0x21frame8set sprite=0x14, frame=33, gate=2, mode=0
0x004dc1540x21frame8set sprite=0x14, frame=34, gate=6, mode=0
0x004dc15c0x12write8add display/actor field +0x20, imm=0xffe00000 (-32px)
0x004dc1640x21frame8set sprite=0x14, frame=35, gate=2, mode=0
0x004dc16c0x12write8add display/actor field +0x20, imm=0x00100000 (16px)
0x004dc1740x21frame8set sprite=0x14, frame=36, gate=2, mode=0
0x004dc17c0xbdcleanup/helper4helper-call id=73; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004dc1800xc2sound4WLK id 09 (normal id 09, alt id 09, mode=1)
0x004dc1840xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004dc18c0xadactor-flags8actor flag mode=1, mask=0x00000008
0x004dc1940xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004dc1980x12write8add display/actor field +0x20, imm=0x00100000 (16px)
0x004dc1a00x21frame8set sprite=0x14, frame=37, gate=2, mode=0
0x004dc1a80x12write8add display/actor field +0x20, imm=0xffe00000 (-32px)
0x004dc1b00x21frame8set sprite=0x14, frame=35, gate=2, mode=0
0x004dc1b80x12write8sub display/actor field +0x20, imm=0xffe00000 (-32px)
0x004dc1c00x21frame8set sprite=0x14, frame=34, gate=2, mode=0
0x004dc1c80x03jump8jump 0x004dc28c
0x004dc28c0x21frame8set sprite=0x14, frame=3, gate=2, mode=0
0x004dc2940xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004dc2980x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 암각·영상뢰화 · 0x29
VAopkindlensummary
0x004dbf640x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004dbf680x21frame8set sprite=0x14, frame=8, gate=2, mode=0
0x004dbf700x21frame8set sprite=0x14, frame=9, gate=8, mode=0
0x004dbf780x12write8add display/actor field +0x1c, imm=0xffe00000 (-32px)
0x004dbf800x21frame8set sprite=0x14, frame=16, gate=2, mode=0
0x004dbf880x21frame8set sprite=0x14, frame=17, gate=6, mode=0
0x004dbf900x12write8add display/actor field +0x1c, imm=0x00200000 (32px)
0x004dbf980x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004dbf9c0x21frame8set sprite=0x14, frame=18, gate=2, mode=0
0x004dbfa40x21frame8set sprite=0x14, frame=19, gate=8, mode=0
0x004dbfac0x13branch8byte conditional branch skip if actor.skillId == 0x28 -> 0x004dc144
0x004dbfb40x12write8add display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004dbfbc0x21frame8set sprite=0x14, frame=6, gate=2, mode=0
0x004dbfc40x21frame8set sprite=0x14, frame=7, gate=6, mode=0
0x004dbfcc0x12write8add display/actor field +0x1c, imm=0x00200000 (32px)
0x004dbfd40x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004dbfd80x21frame8set sprite=0x14, frame=8, gate=2, mode=0
0x004dbfe00x21frame8set sprite=0x14, frame=9, gate=8, mode=0
0x004dbfe80x12write8add display/actor field +0x1c, imm=0xffe00000 (-32px)
0x004dbff00x21frame8set sprite=0x14, frame=16, gate=2, mode=0
0x004dbff80x21frame8set sprite=0x14, frame=17, gate=6, mode=0
0x004dc0000x12write8add display/actor field +0x1c, imm=0x00200000 (32px)
0x004dc0080x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004dc00c0x21frame8set sprite=0x14, frame=18, gate=2, mode=0
0x004dc0140x21frame8set sprite=0x14, frame=19, gate=8, mode=0
0x004dc01c0x13branch8byte conditional branch take if actor.skillId == 0x29 -> 0x004dc1d0
0x004dc1d00x12write8add display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004dc1d80x21frame8set sprite=0x14, frame=33, gate=2, mode=0
0x004dc1e00x21frame8set sprite=0x14, frame=34, gate=6, mode=0
0x004dc1e80x12write8add display/actor field +0x20, imm=0xffdc0000 (-36px)
0x004dc1f00x21frame8set sprite=0x14, frame=35, gate=2, mode=0
0x004dc1f80x12write8add display/actor field +0x20, imm=0x000c0000 (12px)
0x004dc2000x21frame8set sprite=0x14, frame=36, gate=2, mode=0
0x004dc2080xbdcleanup/helper4helper-call id=74; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004dc20c0xc2sound4WLK id 09 (normal id 09, alt id 09, mode=1)
0x004dc2100xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004dc2180xadactor-flags8actor flag mode=1, mask=0x00000008
0x004dc2200xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004dc2240x12write8add display/actor field +0x20, imm=0x000c0000 (12px)
0x004dc22c0x21frame8set sprite=0x14, frame=37, gate=2, mode=0
0x004dc2340x12write8add display/actor field +0x20, imm=0xffdc0000 (-36px)
0x004dc23c0x21frame8set sprite=0x14, frame=35, gate=2, mode=0
0x004dc2440x12write8sub display/actor field +0x20, imm=0xffdc0000 (-36px)
0x004dc24c0x21frame8set sprite=0x14, frame=34, gate=2, mode=0
0x004dc2540x12write8sub display/actor field +0x20, imm=0xfffc0000 (-4px)
0x004dc25c0x21frame8set sprite=0x14, frame=42, gate=2, mode=0
0x004dc2640x12write8sub display/actor field +0x20, imm=0xfffc0000 (-4px)
0x004dc26c0x21frame8set sprite=0x14, frame=42, gate=2, mode=0
0x004dc2740x12write8sub display/actor field +0x20, imm=0xfffc0000 (-4px)
0x004dc27c0x21frame8set sprite=0x14, frame=41, gate=2, mode=0
0x004dc2840x21frame8set sprite=0x14, frame=40, gate=2, mode=0
0x004dc28c0x21frame8set sprite=0x14, frame=3, gate=2, mode=0
0x004dc2940xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004dc2980x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 암각·영상뢰화 · 0x2a
VAopkindlensummary
0x004dbf640x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004dbf680x21frame8set sprite=0x14, frame=8, gate=2, mode=0
0x004dbf700x21frame8set sprite=0x14, frame=9, gate=8, mode=0
0x004dbf780x12write8add display/actor field +0x1c, imm=0xffe00000 (-32px)
0x004dbf800x21frame8set sprite=0x14, frame=16, gate=2, mode=0
0x004dbf880x21frame8set sprite=0x14, frame=17, gate=6, mode=0
0x004dbf900x12write8add display/actor field +0x1c, imm=0x00200000 (32px)
0x004dbf980x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004dbf9c0x21frame8set sprite=0x14, frame=18, gate=2, mode=0
0x004dbfa40x21frame8set sprite=0x14, frame=19, gate=8, mode=0
0x004dbfac0x13branch8byte conditional branch skip if actor.skillId == 0x28 -> 0x004dc144
0x004dbfb40x12write8add display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004dbfbc0x21frame8set sprite=0x14, frame=6, gate=2, mode=0
0x004dbfc40x21frame8set sprite=0x14, frame=7, gate=6, mode=0
0x004dbfcc0x12write8add display/actor field +0x1c, imm=0x00200000 (32px)
0x004dbfd40x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004dbfd80x21frame8set sprite=0x14, frame=8, gate=2, mode=0
0x004dbfe00x21frame8set sprite=0x14, frame=9, gate=8, mode=0
0x004dbfe80x12write8add display/actor field +0x1c, imm=0xffe00000 (-32px)
0x004dbff00x21frame8set sprite=0x14, frame=16, gate=2, mode=0
0x004dbff80x21frame8set sprite=0x14, frame=17, gate=6, mode=0
0x004dc0000x12write8add display/actor field +0x1c, imm=0x00200000 (32px)
0x004dc0080x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004dc00c0x21frame8set sprite=0x14, frame=18, gate=2, mode=0
0x004dc0140x21frame8set sprite=0x14, frame=19, gate=8, mode=0
0x004dc01c0x13branch8byte conditional branch skip if actor.skillId == 0x29 -> 0x004dc1d0
0x004dc0240x21frame8set sprite=0x14, frame=10, gate=2, mode=0
0x004dc02c0x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004dc0300x21frame8set sprite=0x14, frame=11, gate=8, mode=0
0x004dc0380x13branch8byte conditional branch take if actor.skillId == 0x2a -> 0x004dc054
0x004dc0540x12write8add display/actor field +0x20, imm=0x00100000 (16px)
0x004dc05c0x21frame8set sprite=0x14, frame=14, gate=2, mode=0
0x004dc0640x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004dc0680x21frame8set sprite=0x14, frame=15, gate=8, mode=0
0x004dc0700x12write8sub display/actor field +0x20, imm=0x00100000 (16px)
0x004dc0780x13branch8byte conditional branch take if actor.skillId == 0x2a -> 0x004dc1d0
0x004dc1d00x12write8add display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004dc1d80x21frame8set sprite=0x14, frame=33, gate=2, mode=0
0x004dc1e00x21frame8set sprite=0x14, frame=34, gate=6, mode=0
0x004dc1e80x12write8add display/actor field +0x20, imm=0xffdc0000 (-36px)
0x004dc1f00x21frame8set sprite=0x14, frame=35, gate=2, mode=0
0x004dc1f80x12write8add display/actor field +0x20, imm=0x000c0000 (12px)
0x004dc2000x21frame8set sprite=0x14, frame=36, gate=2, mode=0
0x004dc2080xbdcleanup/helper4helper-call id=74; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004dc20c0xc2sound4WLK id 09 (normal id 09, alt id 09, mode=1)
0x004dc2100xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004dc2180xadactor-flags8actor flag mode=1, mask=0x00000008
0x004dc2200xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004dc2240x12write8add display/actor field +0x20, imm=0x000c0000 (12px)
0x004dc22c0x21frame8set sprite=0x14, frame=37, gate=2, mode=0
0x004dc2340x12write8add display/actor field +0x20, imm=0xffdc0000 (-36px)
0x004dc23c0x21frame8set sprite=0x14, frame=35, gate=2, mode=0
0x004dc2440x12write8sub display/actor field +0x20, imm=0xffdc0000 (-36px)
0x004dc24c0x21frame8set sprite=0x14, frame=34, gate=2, mode=0
0x004dc2540x12write8sub display/actor field +0x20, imm=0xfffc0000 (-4px)
0x004dc25c0x21frame8set sprite=0x14, frame=42, gate=2, mode=0
0x004dc2640x12write8sub display/actor field +0x20, imm=0xfffc0000 (-4px)
0x004dc26c0x21frame8set sprite=0x14, frame=42, gate=2, mode=0
0x004dc2740x12write8sub display/actor field +0x20, imm=0xfffc0000 (-4px)
0x004dc27c0x21frame8set sprite=0x14, frame=41, gate=2, mode=0
0x004dc2840x21frame8set sprite=0x14, frame=40, gate=2, mode=0
0x004dc28c0x21frame8set sprite=0x14, frame=3, gate=2, mode=0
0x004dc2940xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004dc2980x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 암각·영상뢰화 · 0x2b
VAopkindlensummary
0x004dbf640x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004dbf680x21frame8set sprite=0x14, frame=8, gate=2, mode=0
0x004dbf700x21frame8set sprite=0x14, frame=9, gate=8, mode=0
0x004dbf780x12write8add display/actor field +0x1c, imm=0xffe00000 (-32px)
0x004dbf800x21frame8set sprite=0x14, frame=16, gate=2, mode=0
0x004dbf880x21frame8set sprite=0x14, frame=17, gate=6, mode=0
0x004dbf900x12write8add display/actor field +0x1c, imm=0x00200000 (32px)
0x004dbf980x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004dbf9c0x21frame8set sprite=0x14, frame=18, gate=2, mode=0
0x004dbfa40x21frame8set sprite=0x14, frame=19, gate=8, mode=0
0x004dbfac0x13branch8byte conditional branch skip if actor.skillId == 0x28 -> 0x004dc144
0x004dbfb40x12write8add display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004dbfbc0x21frame8set sprite=0x14, frame=6, gate=2, mode=0
0x004dbfc40x21frame8set sprite=0x14, frame=7, gate=6, mode=0
0x004dbfcc0x12write8add display/actor field +0x1c, imm=0x00200000 (32px)
0x004dbfd40x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004dbfd80x21frame8set sprite=0x14, frame=8, gate=2, mode=0
0x004dbfe00x21frame8set sprite=0x14, frame=9, gate=8, mode=0
0x004dbfe80x12write8add display/actor field +0x1c, imm=0xffe00000 (-32px)
0x004dbff00x21frame8set sprite=0x14, frame=16, gate=2, mode=0
0x004dbff80x21frame8set sprite=0x14, frame=17, gate=6, mode=0
0x004dc0000x12write8add display/actor field +0x1c, imm=0x00200000 (32px)
0x004dc0080x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004dc00c0x21frame8set sprite=0x14, frame=18, gate=2, mode=0
0x004dc0140x21frame8set sprite=0x14, frame=19, gate=8, mode=0
0x004dc01c0x13branch8byte conditional branch skip if actor.skillId == 0x29 -> 0x004dc1d0
0x004dc0240x21frame8set sprite=0x14, frame=10, gate=2, mode=0
0x004dc02c0x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004dc0300x21frame8set sprite=0x14, frame=11, gate=8, mode=0
0x004dc0380x13branch8byte conditional branch skip if actor.skillId == 0x2a -> 0x004dc054
0x004dc0400x21frame8set sprite=0x14, frame=12, gate=2, mode=0
0x004dc0480x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004dc04c0x21frame8set sprite=0x14, frame=13, gate=8, mode=0
0x004dc0540x12write8add display/actor field +0x20, imm=0x00100000 (16px)
0x004dc05c0x21frame8set sprite=0x14, frame=14, gate=2, mode=0
0x004dc0640x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004dc0680x21frame8set sprite=0x14, frame=15, gate=8, mode=0
0x004dc0700x12write8sub display/actor field +0x20, imm=0x00100000 (16px)
0x004dc0780x13branch8byte conditional branch skip if actor.skillId == 0x2a -> 0x004dc1d0
0x004dc0800x12write8add display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004dc0880x21frame8set sprite=0x14, frame=33, gate=2, mode=0
0x004dc0900x21frame8set sprite=0x14, frame=34, gate=6, mode=0
0x004dc0980x12write8add display/actor field +0x20, imm=0xffd80000 (-40px)
0x004dc0a00x21frame8set sprite=0x14, frame=35, gate=2, mode=0
0x004dc0a80x12write8add display/actor field +0x20, imm=0x00080000 (8px)
0x004dc0b00x21frame8set sprite=0x14, frame=36, gate=2, mode=0
0x004dc0b80xbdcleanup/helper4helper-call id=75; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004dc0bc0xc2sound4WLK id 09 (normal id 09, alt id 09, mode=1)
0x004dc0c00xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004dc0c80xadactor-flags8actor flag mode=1, mask=0x00000008
0x004dc0d00xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004dc0d40x12write8add display/actor field +0x20, imm=0x00080000 (8px)
0x004dc0dc0x21frame8set sprite=0x14, frame=37, gate=2, mode=0
0x004dc0e40x12write8add display/actor field +0x20, imm=0xffd80000 (-40px)
0x004dc0ec0x21frame8set sprite=0x14, frame=35, gate=2, mode=0
0x004dc0f40x12write8sub display/actor field +0x20, imm=0xffd80000 (-40px)
0x004dc0fc0x21frame8set sprite=0x14, frame=34, gate=2, mode=0
0x004dc1040x12write8sub display/actor field +0x20, imm=0xfff80000 (-8px)
0x004dc10c0x21frame8set sprite=0x14, frame=42, gate=2, mode=0
0x004dc1140x12write8sub display/actor field +0x20, imm=0xfff80000 (-8px)
0x004dc11c0x21frame8set sprite=0x14, frame=42, gate=2, mode=0
0x004dc1240x12write8sub display/actor field +0x20, imm=0xfff80000 (-8px)
0x004dc12c0x21frame8set sprite=0x14, frame=41, gate=2, mode=0
0x004dc1340x21frame8set sprite=0x14, frame=40, gate=2, mode=0
0x004dc13c0x03jump8jump 0x004dc28c
0x004dc28c0x21frame8set sprite=0x14, frame=3, gate=2, mode=0
0x004dc2940xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004dc2980x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 기공회복 · 0x31
VAopkindlensummary
0x004dc41c0x12write8add display/actor field +0x20, imm=0xfff00000 (-16px)
0x004dc4240x21frame8set sprite=0x14, frame=29, gate=2, mode=0
0x004dc42c0x21frame8set sprite=0x14, frame=30, gate=6, mode=0
0x004dc4340x12write8sub display/actor field +0x20, imm=0xfff00000 (-16px)
0x004dc43c0x21frame8set sprite=0x14, frame=31, gate=2, mode=0
0x004dc4440x21frame8set sprite=0x14, frame=32, gate=8, mode=0
0x004dc44c0x13branch8byte conditional branch skip if actor.skillId == 0x33 -> 0x004dc474
0x004dc4540x13branch8byte conditional branch skip if actor.skillId == 0x32 -> 0x004dc468
0x004dc45c0xbdcleanup/helper4helper-call id=32; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004dc4600x03jump8jump 0x004dc478
0x004dc4780x24effect-sound4effect/cast cue mode=0x01 WLK id 10; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004dc47c0xadactor-flags8actor flag mode=0, mask=0x00000003
0x004dc4840x12frame8direct sprite/frame selector write sprite=0x14, frame=3, field +0x28, mode=0x80
0x004dc48c0xc1wait8actor flag barrier mode=1, mask=0x00000002
0x004dc4940x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 기공독치료 · 0x32
VAopkindlensummary
0x004dc41c0x12write8add display/actor field +0x20, imm=0xfff00000 (-16px)
0x004dc4240x21frame8set sprite=0x14, frame=29, gate=2, mode=0
0x004dc42c0x21frame8set sprite=0x14, frame=30, gate=6, mode=0
0x004dc4340x12write8sub display/actor field +0x20, imm=0xfff00000 (-16px)
0x004dc43c0x21frame8set sprite=0x14, frame=31, gate=2, mode=0
0x004dc4440x21frame8set sprite=0x14, frame=32, gate=8, mode=0
0x004dc44c0x13branch8byte conditional branch skip if actor.skillId == 0x33 -> 0x004dc474
0x004dc4540x13branch8byte conditional branch take if actor.skillId == 0x32 -> 0x004dc468
0x004dc4680xbdcleanup/helper4helper-call id=33; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004dc46c0x03jump8jump 0x004dc478
0x004dc4780x24effect-sound4effect/cast cue mode=0x01 WLK id 10; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004dc47c0xadactor-flags8actor flag mode=0, mask=0x00000003
0x004dc4840x12frame8direct sprite/frame selector write sprite=0x14, frame=3, field +0x28, mode=0x80
0x004dc48c0xc1wait8actor flag barrier mode=1, mask=0x00000002
0x004dc4940x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 기공대회복 · 0x33
VAopkindlensummary
0x004dc41c0x12write8add display/actor field +0x20, imm=0xfff00000 (-16px)
0x004dc4240x21frame8set sprite=0x14, frame=29, gate=2, mode=0
0x004dc42c0x21frame8set sprite=0x14, frame=30, gate=6, mode=0
0x004dc4340x12write8sub display/actor field +0x20, imm=0xfff00000 (-16px)
0x004dc43c0x21frame8set sprite=0x14, frame=31, gate=2, mode=0
0x004dc4440x21frame8set sprite=0x14, frame=32, gate=8, mode=0
0x004dc44c0x13branch8byte conditional branch take if actor.skillId == 0x33 -> 0x004dc474
0x004dc4740xbdcleanup/helper4helper-call id=34; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004dc4780x24effect-sound4effect/cast cue mode=0x01 WLK id 10; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004dc47c0xadactor-flags8actor flag mode=0, mask=0x00000003
0x004dc4840x12frame8direct sprite/frame selector write sprite=0x14, frame=3, field +0x28, mode=0x80
0x004dc48c0xc1wait8actor flag barrier mode=1, mask=0x00000002
0x004dc4940x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 수경 · 0x34
VAopkindlensummary
0x004dc41c0x12write8add display/actor field +0x20, imm=0xfff00000 (-16px)
0x004dc4240x21frame8set sprite=0x14, frame=29, gate=2, mode=0
0x004dc42c0x21frame8set sprite=0x14, frame=30, gate=6, mode=0
0x004dc4340x12write8sub display/actor field +0x20, imm=0xfff00000 (-16px)
0x004dc43c0x21frame8set sprite=0x14, frame=31, gate=2, mode=0
0x004dc4440x21frame8set sprite=0x14, frame=32, gate=8, mode=0
0x004dc44c0x13branch8byte conditional branch skip if actor.skillId == 0x33 -> 0x004dc474
0x004dc4540x13branch8byte conditional branch skip if actor.skillId == 0x32 -> 0x004dc468
0x004dc45c0xbdcleanup/helper4helper-call id=32; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004dc4600x03jump8jump 0x004dc478
0x004dc4780x24effect-sound4effect/cast cue mode=0x01 WLK id 10; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004dc47c0xadactor-flags8actor flag mode=0, mask=0x00000003
0x004dc4840x12frame8direct sprite/frame selector write sprite=0x14, frame=3, field +0x28, mode=0x80
0x004dc48c0xc1wait8actor flag barrier mode=1, mask=0x00000002
0x004dc4940x01idle-end4idle/end marker; stop static walk before self-loop
스마슈 · 대타격 · 0x05
VAopkindlensummary
0x005248740x12write8add display/actor field +0x20, imm=0xfff00000 (-16px)
0x0052487c0x21frame8set sprite=0x17, frame=19, gate=2, mode=0
0x005248840x21frame8set sprite=0x17, frame=20, gate=4, mode=0
0x0052488c0x12write8sub display/actor field +0x20, imm=0xfff00000 (-16px)
0x005248940x21frame8set sprite=0x17, frame=21, gate=2, mode=0
0x0052489c0x03jump8jump 0x00524988
0x005249880x21frame8set sprite=0x17, frame=22, gate=2, mode=0
0x005249900xbdcleanup/helper4helper-call id=15; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x005249940xc2sound4WLK id 20 (normal id 20, alt id 14, mode=0)
0x005249980xadactor-flags8actor flag mode=2, mask=0x0000000c
0x005249a00xadactor-flags8actor flag mode=1, mask=0x00000008
0x005249a80xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x005249ac0x21frame8set sprite=0x17, frame=22, gate=6, mode=0
0x005249b40x21frame8set sprite=0x17, frame=2, gate=2, mode=0
0x005249bc0xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x005249c00x01idle-end4idle/end marker; stop static walk before self-loop
스마슈 · 대타격 · 0x06
VAopkindlensummary
0x005248740x12write8add display/actor field +0x20, imm=0xfff00000 (-16px)
0x0052487c0x21frame8set sprite=0x17, frame=19, gate=2, mode=0
0x005248840x21frame8set sprite=0x17, frame=20, gate=4, mode=0
0x0052488c0x12write8sub display/actor field +0x20, imm=0xfff00000 (-16px)
0x005248940x21frame8set sprite=0x17, frame=21, gate=2, mode=0
0x0052489c0x03jump8jump 0x00524988
0x005249880x21frame8set sprite=0x17, frame=22, gate=2, mode=0
0x005249900xbdcleanup/helper4helper-call id=15; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x005249940xc2sound4WLK id 20 (normal id 20, alt id 14, mode=0)
0x005249980xadactor-flags8actor flag mode=2, mask=0x0000000c
0x005249a00xadactor-flags8actor flag mode=1, mask=0x00000008
0x005249a80xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x005249ac0x21frame8set sprite=0x17, frame=22, gate=6, mode=0
0x005249b40x21frame8set sprite=0x17, frame=2, gate=2, mode=0
0x005249bc0xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x005249c00x01idle-end4idle/end marker; stop static walk before self-loop
스마슈 · 대타격 · 0x07
VAopkindlensummary
0x005248740x12write8add display/actor field +0x20, imm=0xfff00000 (-16px)
0x0052487c0x21frame8set sprite=0x17, frame=19, gate=2, mode=0
0x005248840x21frame8set sprite=0x17, frame=20, gate=4, mode=0
0x0052488c0x12write8sub display/actor field +0x20, imm=0xfff00000 (-16px)
0x005248940x21frame8set sprite=0x17, frame=21, gate=2, mode=0
0x0052489c0x03jump8jump 0x00524988
0x005249880x21frame8set sprite=0x17, frame=22, gate=2, mode=0
0x005249900xbdcleanup/helper4helper-call id=15; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x005249940xc2sound4WLK id 20 (normal id 20, alt id 14, mode=0)
0x005249980xadactor-flags8actor flag mode=2, mask=0x0000000c
0x005249a00xadactor-flags8actor flag mode=1, mask=0x00000008
0x005249a80xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x005249ac0x21frame8set sprite=0x17, frame=22, gate=6, mode=0
0x005249b40x21frame8set sprite=0x17, frame=2, gate=2, mode=0
0x005249bc0xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x005249c00x01idle-end4idle/end marker; stop static walk before self-loop
스마슈 · 대타격 · 0x08
VAopkindlensummary
0x005248740x12write8add display/actor field +0x20, imm=0xfff00000 (-16px)
0x0052487c0x21frame8set sprite=0x17, frame=19, gate=2, mode=0
0x005248840x21frame8set sprite=0x17, frame=20, gate=4, mode=0
0x0052488c0x12write8sub display/actor field +0x20, imm=0xfff00000 (-16px)
0x005248940x21frame8set sprite=0x17, frame=21, gate=2, mode=0
0x0052489c0x03jump8jump 0x00524988
0x005249880x21frame8set sprite=0x17, frame=22, gate=2, mode=0
0x005249900xbdcleanup/helper4helper-call id=15; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x005249940xc2sound4WLK id 20 (normal id 20, alt id 14, mode=0)
0x005249980xadactor-flags8actor flag mode=2, mask=0x0000000c
0x005249a00xadactor-flags8actor flag mode=1, mask=0x00000008
0x005249a80xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x005249ac0x21frame8set sprite=0x17, frame=22, gate=6, mode=0
0x005249b40x21frame8set sprite=0x17, frame=2, gate=2, mode=0
0x005249bc0xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x005249c00x01idle-end4idle/end marker; stop static walk before self-loop
스마슈 · 쾌진격 · 0x09
VAopkindlensummary
0x005249cc0x21frame8set sprite=0x17, frame=7, gate=4, mode=0
0x005249d40x21frame8set sprite=0x17, frame=8, gate=6, mode=0
0x005249dc0xc2sound4WLK id 24 (normal id 24, alt id 14, mode=1)
0x005249e00x13branch8byte conditional branch skip if actor.skillId == 0x0c -> 0x00524a24
0x005249e80x13branch8byte conditional branch skip if actor.skillId == 0x0b -> 0x00524a14
0x005249f00x13branch8byte conditional branch skip if actor.skillId == 0x0a -> 0x00524a04
0x005249f80xbcmovement4interpolated child motion mode=1, selector=1, stepDivisor=20: target-relative center/size-adjusted placement.
0x005249fc0x03jump8jump 0x00524a2c
0x00524a2c0x12frame8direct sprite/frame selector write sprite=0x17, frame=9, field +0x28, mode=0x80
0x00524a340xc1wait8actor flag barrier mode=0, mask=0x00000200
0x00524a3c0xbdcleanup/helper4helper-call id=12; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x00524a400xadactor-flags8actor flag mode=2, mask=0x0000000c
0x00524a480xadactor-flags8actor flag mode=1, mask=0x00000008
0x00524a500xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x00524a540x21frame8set sprite=0x17, frame=2, gate=2, mode=0
0x00524a5c0xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x00524a600x01idle-end4idle/end marker; stop static walk before self-loop
스마슈 · 쾌진격 · 0x0a
VAopkindlensummary
0x005249cc0x21frame8set sprite=0x17, frame=7, gate=4, mode=0
0x005249d40x21frame8set sprite=0x17, frame=8, gate=6, mode=0
0x005249dc0xc2sound4WLK id 24 (normal id 24, alt id 14, mode=1)
0x005249e00x13branch8byte conditional branch skip if actor.skillId == 0x0c -> 0x00524a24
0x005249e80x13branch8byte conditional branch skip if actor.skillId == 0x0b -> 0x00524a14
0x005249f00x13branch8byte conditional branch take if actor.skillId == 0x0a -> 0x00524a04
0x00524a040xbcmovement4interpolated child motion mode=1, selector=1, stepDivisor=16: target-relative center/size-adjusted placement.
0x00524a080xbdcleanup/helper4helper-call id=29; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x00524a0c0x03jump8jump 0x00524a2c
0x00524a2c0x12frame8direct sprite/frame selector write sprite=0x17, frame=9, field +0x28, mode=0x80
0x00524a340xc1wait8actor flag barrier mode=0, mask=0x00000200
0x00524a3c0xbdcleanup/helper4helper-call id=12; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x00524a400xadactor-flags8actor flag mode=2, mask=0x0000000c
0x00524a480xadactor-flags8actor flag mode=1, mask=0x00000008
0x00524a500xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x00524a540x21frame8set sprite=0x17, frame=2, gate=2, mode=0
0x00524a5c0xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x00524a600x01idle-end4idle/end marker; stop static walk before self-loop
스마슈 · 쾌진격 · 0x0b
VAopkindlensummary
0x005249cc0x21frame8set sprite=0x17, frame=7, gate=4, mode=0
0x005249d40x21frame8set sprite=0x17, frame=8, gate=6, mode=0
0x005249dc0xc2sound4WLK id 24 (normal id 24, alt id 14, mode=1)
0x005249e00x13branch8byte conditional branch skip if actor.skillId == 0x0c -> 0x00524a24
0x005249e80x13branch8byte conditional branch take if actor.skillId == 0x0b -> 0x00524a14
0x00524a140xbcmovement4interpolated child motion mode=1, selector=1, stepDivisor=12: target-relative center/size-adjusted placement.
0x00524a180xbdcleanup/helper4helper-call id=30; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x00524a1c0x03jump8jump 0x00524a2c
0x00524a2c0x12frame8direct sprite/frame selector write sprite=0x17, frame=9, field +0x28, mode=0x80
0x00524a340xc1wait8actor flag barrier mode=0, mask=0x00000200
0x00524a3c0xbdcleanup/helper4helper-call id=12; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x00524a400xadactor-flags8actor flag mode=2, mask=0x0000000c
0x00524a480xadactor-flags8actor flag mode=1, mask=0x00000008
0x00524a500xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x00524a540x21frame8set sprite=0x17, frame=2, gate=2, mode=0
0x00524a5c0xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x00524a600x01idle-end4idle/end marker; stop static walk before self-loop
스마슈 · 쾌진격 · 0x0c
VAopkindlensummary
0x005249cc0x21frame8set sprite=0x17, frame=7, gate=4, mode=0
0x005249d40x21frame8set sprite=0x17, frame=8, gate=6, mode=0
0x005249dc0xc2sound4WLK id 24 (normal id 24, alt id 14, mode=1)
0x005249e00x13branch8byte conditional branch take if actor.skillId == 0x0c -> 0x00524a24
0x00524a240xbcmovement4interpolated child motion mode=1, selector=2, stepDivisor=8: one target-side edge placement; side depends on actor kind.
0x00524a280xbdcleanup/helper4helper-call id=31; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x00524a2c0x12frame8direct sprite/frame selector write sprite=0x17, frame=9, field +0x28, mode=0x80
0x00524a340xc1wait8actor flag barrier mode=0, mask=0x00000200
0x00524a3c0xbdcleanup/helper4helper-call id=12; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x00524a400xadactor-flags8actor flag mode=2, mask=0x0000000c
0x00524a480xadactor-flags8actor flag mode=1, mask=0x00000008
0x00524a500xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x00524a540x21frame8set sprite=0x17, frame=2, gate=2, mode=0
0x00524a5c0xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x00524a600x01idle-end4idle/end marker; stop static walk before self-loop
스마슈 · 비검·목단미인 · 0x0d
VAopkindlensummary
0x00524a6c0xbcmovement4direct placement selector=2: one target-side edge placement; side depends on actor kind.
0x00524a700x12write4set display/actor field +0x80, source +0x1c, mode=0xa0
0x00524a740x12write8add display/actor field +0x80, imm=0xfff00000 (-16px)
0x00524a7c0x12write4set display/actor field +0x84, source +0x20, mode=0xa0
0x00524a800xbcmovement4direct placement selector=3: opposite target-side edge placement.
0x00524a840x12write8add display/actor field +0x1c, imm=0xfff00000 (-16px)
0x00524a8c0x13branch8byte conditional branch take if actor.skillId != 0x10 -> 0x00524aa0
0x00524aa00x21frame8set sprite=0x17, frame=26, gate=2, mode=0
0x00524aa80x21frame8set sprite=0x17, frame=27, gate=2, mode=0
0x00524ab00x21frame8set sprite=0x17, frame=28, gate=2, mode=0
0x00524ab80x21frame8set sprite=0x17, frame=29, gate=2, mode=0
0x00524ac00x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x00524ac40x06repeat-loop8repeat-loop count=2, target=0x00524aa0; handler stores target in object +0x3c and counter in +0x60
0x00524acc0x13branch8byte conditional branch take if actor.skillId == 0x0d -> 0x00524bac
0x00524bac0x12write8sub display/actor field +0x1c, imm=0xfff00000 (-16px)
0x00524bb40x21frame8set sprite=0x17, frame=2, gate=2, mode=0
0x00524bbc0xbdcleanup/helper4helper-call id=17; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x00524bc00xc2sound4WLK id 04 (normal id 04, alt id 14, mode=0)
0x00524bc40xadactor-flags8actor flag mode=2, mask=0x0000000c
0x00524bcc0xadactor-flags8actor flag mode=1, mask=0x00000008
0x00524bd40xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x00524bd80x21frame8set sprite=0x17, frame=2, gate=6, mode=0
0x00524be00xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x00524be40x01idle-end4idle/end marker; stop static walk before self-loop
스마슈 · 비검·목단미인 · 0x0e
VAopkindlensummary
0x00524a6c0xbcmovement4direct placement selector=2: one target-side edge placement; side depends on actor kind.
0x00524a700x12write4set display/actor field +0x80, source +0x1c, mode=0xa0
0x00524a740x12write8add display/actor field +0x80, imm=0xfff00000 (-16px)
0x00524a7c0x12write4set display/actor field +0x84, source +0x20, mode=0xa0
0x00524a800xbcmovement4direct placement selector=3: opposite target-side edge placement.
0x00524a840x12write8add display/actor field +0x1c, imm=0xfff00000 (-16px)
0x00524a8c0x13branch8byte conditional branch take if actor.skillId != 0x10 -> 0x00524aa0
0x00524aa00x21frame8set sprite=0x17, frame=26, gate=2, mode=0
0x00524aa80x21frame8set sprite=0x17, frame=27, gate=2, mode=0
0x00524ab00x21frame8set sprite=0x17, frame=28, gate=2, mode=0
0x00524ab80x21frame8set sprite=0x17, frame=29, gate=2, mode=0
0x00524ac00x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x00524ac40x06repeat-loop8repeat-loop count=2, target=0x00524aa0; handler stores target in object +0x3c and counter in +0x60
0x00524acc0x13branch8byte conditional branch skip if actor.skillId == 0x0d -> 0x00524bac
0x00524ad40x21frame8set sprite=0x17, frame=26, gate=2, mode=0
0x00524adc0x21frame8set sprite=0x17, frame=27, gate=2, mode=0
0x00524ae40x21frame8set sprite=0x17, frame=28, gate=2, mode=0
0x00524aec0x21frame8set sprite=0x17, frame=29, gate=2, mode=0
0x00524af40x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x00524af80x06repeat-loop8repeat-loop count=2, target=0x00524ad4; handler stores target in object +0x3c and counter in +0x60
0x00524b000x13branch8byte conditional branch take if actor.skillId == 0x0e -> 0x00524bac
0x00524bac0x12write8sub display/actor field +0x1c, imm=0xfff00000 (-16px)
0x00524bb40x21frame8set sprite=0x17, frame=2, gate=2, mode=0
0x00524bbc0xbdcleanup/helper4helper-call id=17; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x00524bc00xc2sound4WLK id 04 (normal id 04, alt id 14, mode=0)
0x00524bc40xadactor-flags8actor flag mode=2, mask=0x0000000c
0x00524bcc0xadactor-flags8actor flag mode=1, mask=0x00000008
0x00524bd40xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x00524bd80x21frame8set sprite=0x17, frame=2, gate=6, mode=0
0x00524be00xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x00524be40x01idle-end4idle/end marker; stop static walk before self-loop
스마슈 · 비검·목단미인 · 0x0f
VAopkindlensummary
0x00524a6c0xbcmovement4direct placement selector=2: one target-side edge placement; side depends on actor kind.
0x00524a700x12write4set display/actor field +0x80, source +0x1c, mode=0xa0
0x00524a740x12write8add display/actor field +0x80, imm=0xfff00000 (-16px)
0x00524a7c0x12write4set display/actor field +0x84, source +0x20, mode=0xa0
0x00524a800xbcmovement4direct placement selector=3: opposite target-side edge placement.
0x00524a840x12write8add display/actor field +0x1c, imm=0xfff00000 (-16px)
0x00524a8c0x13branch8byte conditional branch take if actor.skillId != 0x10 -> 0x00524aa0
0x00524aa00x21frame8set sprite=0x17, frame=26, gate=2, mode=0
0x00524aa80x21frame8set sprite=0x17, frame=27, gate=2, mode=0
0x00524ab00x21frame8set sprite=0x17, frame=28, gate=2, mode=0
0x00524ab80x21frame8set sprite=0x17, frame=29, gate=2, mode=0
0x00524ac00x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x00524ac40x06repeat-loop8repeat-loop count=2, target=0x00524aa0; handler stores target in object +0x3c and counter in +0x60
0x00524acc0x13branch8byte conditional branch skip if actor.skillId == 0x0d -> 0x00524bac
0x00524ad40x21frame8set sprite=0x17, frame=26, gate=2, mode=0
0x00524adc0x21frame8set sprite=0x17, frame=27, gate=2, mode=0
0x00524ae40x21frame8set sprite=0x17, frame=28, gate=2, mode=0
0x00524aec0x21frame8set sprite=0x17, frame=29, gate=2, mode=0
0x00524af40x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x00524af80x06repeat-loop8repeat-loop count=2, target=0x00524ad4; handler stores target in object +0x3c and counter in +0x60
0x00524b000x13branch8byte conditional branch skip if actor.skillId == 0x0e -> 0x00524bac
0x00524b080x21frame8set sprite=0x17, frame=26, gate=2, mode=0
0x00524b100x21frame8set sprite=0x17, frame=27, gate=2, mode=0
0x00524b180x21frame8set sprite=0x17, frame=28, gate=2, mode=0
0x00524b200x21frame8set sprite=0x17, frame=29, gate=2, mode=0
0x00524b280x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x00524b2c0x06repeat-loop8repeat-loop count=2, target=0x00524b08; handler stores target in object +0x3c and counter in +0x60
0x00524b340x13branch8byte conditional branch take if actor.skillId == 0x0f -> 0x00524bac
0x00524bac0x12write8sub display/actor field +0x1c, imm=0xfff00000 (-16px)
0x00524bb40x21frame8set sprite=0x17, frame=2, gate=2, mode=0
0x00524bbc0xbdcleanup/helper4helper-call id=17; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x00524bc00xc2sound4WLK id 04 (normal id 04, alt id 14, mode=0)
0x00524bc40xadactor-flags8actor flag mode=2, mask=0x0000000c
0x00524bcc0xadactor-flags8actor flag mode=1, mask=0x00000008
0x00524bd40xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x00524bd80x21frame8set sprite=0x17, frame=2, gate=6, mode=0
0x00524be00xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x00524be40x01idle-end4idle/end marker; stop static walk before self-loop
스마슈 · 비검·목단미인 · 0x10
VAopkindlensummary
0x00524a6c0xbcmovement4direct placement selector=2: one target-side edge placement; side depends on actor kind.
0x00524a700x12write4set display/actor field +0x80, source +0x1c, mode=0xa0
0x00524a740x12write8add display/actor field +0x80, imm=0xfff00000 (-16px)
0x00524a7c0x12write4set display/actor field +0x84, source +0x20, mode=0xa0
0x00524a800xbcmovement4direct placement selector=3: opposite target-side edge placement.
0x00524a840x12write8add display/actor field +0x1c, imm=0xfff00000 (-16px)
0x00524a8c0x13branch8byte conditional branch skip if actor.skillId != 0x10 -> 0x00524aa0
0x00524a940x07spawn-child-vm8spawn child display VM type=2 runner=0x00402321 target=0x00524bf0 into +0x58
0x00524a9c0x1flink-child-parent4link current display object to child/display object in +0x58: current +0xa4 = child, child +0xa0 = current
0x00524aa00x21frame8set sprite=0x17, frame=26, gate=2, mode=0
0x00524aa80x21frame8set sprite=0x17, frame=27, gate=2, mode=0
0x00524ab00x21frame8set sprite=0x17, frame=28, gate=2, mode=0
0x00524ab80x21frame8set sprite=0x17, frame=29, gate=2, mode=0
0x00524ac00x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x00524ac40x06repeat-loop8repeat-loop count=2, target=0x00524aa0; handler stores target in object +0x3c and counter in +0x60
0x00524acc0x13branch8byte conditional branch skip if actor.skillId == 0x0d -> 0x00524bac
0x00524ad40x21frame8set sprite=0x17, frame=26, gate=2, mode=0
0x00524adc0x21frame8set sprite=0x17, frame=27, gate=2, mode=0
0x00524ae40x21frame8set sprite=0x17, frame=28, gate=2, mode=0
0x00524aec0x21frame8set sprite=0x17, frame=29, gate=2, mode=0
0x00524af40x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x00524af80x06repeat-loop8repeat-loop count=2, target=0x00524ad4; handler stores target in object +0x3c and counter in +0x60
0x00524b000x13branch8byte conditional branch skip if actor.skillId == 0x0e -> 0x00524bac
0x00524b080x21frame8set sprite=0x17, frame=26, gate=2, mode=0
0x00524b100x21frame8set sprite=0x17, frame=27, gate=2, mode=0
0x00524b180x21frame8set sprite=0x17, frame=28, gate=2, mode=0
0x00524b200x21frame8set sprite=0x17, frame=29, gate=2, mode=0
0x00524b280x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x00524b2c0x06repeat-loop8repeat-loop count=2, target=0x00524b08; handler stores target in object +0x3c and counter in +0x60
0x00524b340x13branch8byte conditional branch skip if actor.skillId == 0x0f -> 0x00524bac
0x00524b3c0x21frame8set sprite=0x17, frame=26, gate=2, mode=0
0x00524b440x21frame8set sprite=0x17, frame=27, gate=2, mode=0
0x00524b4c0x21frame8set sprite=0x17, frame=28, gate=2, mode=0
0x00524b540x21frame8set sprite=0x17, frame=29, gate=2, mode=0
0x00524b5c0x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x00524b600x06repeat-loop8repeat-loop count=4, target=0x00524b3c; handler stores target in object +0x3c and counter in +0x60
0x00524b680x4bclear-display-list4clear/free display list slot=2 mask=0x0008
0x00524b6c0x12write8sub display/actor field +0x1c, imm=0xfff00000 (-16px)
0x00524b740x21frame8set sprite=0x17, frame=2, gate=2, mode=0
0x00524b7c0xbdcleanup/helper4helper-call id=17; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x00524b800xc2sound4WLK id 04 (normal id 04, alt id 14, mode=0)
0x00524b840xadactor-flags8actor flag mode=2, mask=0x0000000c
0x00524b8c0xadactor-flags8actor flag mode=1, mask=0x00000008
0x00524b940xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x00524b980x21frame8set sprite=0x17, frame=2, gate=6, mode=0
0x00524ba00xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x00524ba40x03jump8jump 0x00524be4
0x00524be40x01idle-end4idle/end marker; stop static walk before self-loop
스마슈 · 백인일섬 · 0x14
VAopkindlensummary
0x0052501c0x21frame8set sprite=0x17, frame=10, gate=2, mode=0
0x005250240x21frame8set sprite=0x17, frame=11, gate=4, mode=0
0x0052502c0x12write8add display/actor field +0x1c, imm=0xfff00000 (-16px)
0x005250340x21frame8set sprite=0x17, frame=12, gate=2, mode=0
0x0052503c0x21frame8set sprite=0x17, frame=13, gate=2, mode=0
0x005250440x13branch8byte conditional branch skip if actor.skillId == 0x17 -> 0x005250a4
0x0052504c0x13branch8byte conditional branch skip if actor.skillId == 0x16 -> 0x00525088
0x005250540x13branch8byte conditional branch skip if actor.skillId == 0x15 -> 0x0052506c
0x0052505c0xc2sound4WLK id 20 (normal id 20, alt id 14, mode=0)
0x005250600xbdcleanup/helper4helper-call id=12; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x005250640x03jump8jump 0x005250b8
0x005250b80xadactor-flags8actor flag mode=2, mask=0x0000000c
0x005250c00xadactor-flags8actor flag mode=1, mask=0x00000008
0x005250c80xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x005250cc0x12write8sub display/actor field +0x1c, imm=0xfff00000 (-16px)
0x005250d40x21frame8set sprite=0x17, frame=2, gate=2, mode=0
0x005250dc0x01idle-end4idle/end marker; stop static walk before self-loop
스마슈 · 백인일섬 · 0x15
VAopkindlensummary
0x0052501c0x21frame8set sprite=0x17, frame=10, gate=2, mode=0
0x005250240x21frame8set sprite=0x17, frame=11, gate=4, mode=0
0x0052502c0x12write8add display/actor field +0x1c, imm=0xfff00000 (-16px)
0x005250340x21frame8set sprite=0x17, frame=12, gate=2, mode=0
0x0052503c0x21frame8set sprite=0x17, frame=13, gate=2, mode=0
0x005250440x13branch8byte conditional branch skip if actor.skillId == 0x17 -> 0x005250a4
0x0052504c0x13branch8byte conditional branch skip if actor.skillId == 0x16 -> 0x00525088
0x005250540x13branch8byte conditional branch take if actor.skillId == 0x15 -> 0x0052506c
0x0052506c0xbdcleanup/helper4helper-call id=105; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x005250700xc1wait8actor flag barrier mode=0, mask=0x00000002
0x005250780xc2sound4WLK id 20 (normal id 20, alt id 14, mode=0)
0x0052507c0xbdcleanup/helper4helper-call id=12; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x005250800x03jump8jump 0x005250b8
0x005250b80xadactor-flags8actor flag mode=2, mask=0x0000000c
0x005250c00xadactor-flags8actor flag mode=1, mask=0x00000008
0x005250c80xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x005250cc0x12write8sub display/actor field +0x1c, imm=0xfff00000 (-16px)
0x005250d40x21frame8set sprite=0x17, frame=2, gate=2, mode=0
0x005250dc0x01idle-end4idle/end marker; stop static walk before self-loop
스마슈 · 백인일섬 · 0x16
VAopkindlensummary
0x0052501c0x21frame8set sprite=0x17, frame=10, gate=2, mode=0
0x005250240x21frame8set sprite=0x17, frame=11, gate=4, mode=0
0x0052502c0x12write8add display/actor field +0x1c, imm=0xfff00000 (-16px)
0x005250340x21frame8set sprite=0x17, frame=12, gate=2, mode=0
0x0052503c0x21frame8set sprite=0x17, frame=13, gate=2, mode=0
0x005250440x13branch8byte conditional branch skip if actor.skillId == 0x17 -> 0x005250a4
0x0052504c0x13branch8byte conditional branch take if actor.skillId == 0x16 -> 0x00525088
0x005250880xbdcleanup/helper4helper-call id=106; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x0052508c0xc1wait8actor flag barrier mode=0, mask=0x00000002
0x005250940xc2sound4WLK id 20 (normal id 20, alt id 14, mode=0)
0x005250980xbdcleanup/helper4helper-call id=12; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x0052509c0x03jump8jump 0x005250b8
0x005250b80xadactor-flags8actor flag mode=2, mask=0x0000000c
0x005250c00xadactor-flags8actor flag mode=1, mask=0x00000008
0x005250c80xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x005250cc0x12write8sub display/actor field +0x1c, imm=0xfff00000 (-16px)
0x005250d40x21frame8set sprite=0x17, frame=2, gate=2, mode=0
0x005250dc0x01idle-end4idle/end marker; stop static walk before self-loop
스마슈 · 백인일섬 · 0x17
VAopkindlensummary
0x0052501c0x21frame8set sprite=0x17, frame=10, gate=2, mode=0
0x005250240x21frame8set sprite=0x17, frame=11, gate=4, mode=0
0x0052502c0x12write8add display/actor field +0x1c, imm=0xfff00000 (-16px)
0x005250340x21frame8set sprite=0x17, frame=12, gate=2, mode=0
0x0052503c0x21frame8set sprite=0x17, frame=13, gate=2, mode=0
0x005250440x13branch8byte conditional branch take if actor.skillId == 0x17 -> 0x005250a4
0x005250a40xbdcleanup/helper4helper-call id=107; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x005250a80xc1wait8actor flag barrier mode=0, mask=0x00000002
0x005250b00xc2sound4WLK id 20 (normal id 20, alt id 14, mode=0)
0x005250b40xbdcleanup/helper4helper-call id=12; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x005250b80xadactor-flags8actor flag mode=2, mask=0x0000000c
0x005250c00xadactor-flags8actor flag mode=1, mask=0x00000008
0x005250c80xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x005250cc0x12write8sub display/actor field +0x1c, imm=0xfff00000 (-16px)
0x005250d40x21frame8set sprite=0x17, frame=2, gate=2, mode=0
0x005250dc0x01idle-end4idle/end marker; stop static walk before self-loop
스마슈 · 인법·분신술 · 0x18
VAopkindlensummary
0x005250e80xbcmovement4direct placement selector=5: screen-size/display-size based fixed placement.
0x005250ec0x21frame8set sprite=0x17, frame=6, gate=4, mode=0
0x005250f40x21frame8set sprite=0x17, frame=4, gate=4, mode=0
0x005250fc0x21frame8set sprite=0x17, frame=40, gate=4, mode=0
0x005251040x21frame8set sprite=0x17, frame=41, gate=4, mode=0
0x0052510c0x12write8and display/actor field +0x00, imm=0xefffffff (-4096px)
0x005251140x24effect-sound4effect/cast cue mode=0x01 WLK id 15; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x005251180x13branch8byte conditional branch skip if actor.skillId == 0x1b -> 0x005251a8
0x005251200x13branch8byte conditional branch skip if actor.skillId == 0x1a -> 0x00525180
0x005251280x13branch8byte conditional branch skip if actor.skillId == 0x19 -> 0x00525158
0x005251300x11child-write8display/child field +0x92, imm=0x00000002 (3.05176e-05px), mode=0x80
0x005251380x11child-write8display/child field +0x8c, imm=0x00004000 (0.25px), mode=0x80
0x005251400x11child-write8display/child field +0x8e, imm=0x00008000 (0.5px), mode=0x80
0x005251480x11child-write8display/child field +0x96, imm=0x00000020 (0.000488281px), mode=0x80
0x005251500x03jump8jump 0x005251c8
0x005251c80x07spawn-child-vm8spawn child display VM type=2 runner=0x00402321 target=0x00525324 into +0x58
0x005251d00x1flink-child-parent4link current display object to child/display object in +0x58: current +0xa4 = child, child +0xa0 = current
0x005251d40x12write4set display/actor field +0xa8, source +0x58, mode=0xa0
0x005251d80x11child-write4display/child field +0x8c, source +0x8c, mode=0xe0
0x005251dc0x11child-write4display/child field +0x96, source +0x96, mode=0xe0
0x005251e00x11child-write4display/child field +0x90, source +0x90, mode=0xe0
0x005251e40x11child-write4display/child field +0x8c, source +0x8e, mode=0xa1
0x005251e80x11child-write8display/child field +0x92, imm=0x00000001 (1.52588e-05px), mode=0x82
0x005251f00x14branch12word conditional branch unresolved if left:display.word[+0x92] != right:imm.word=0x0000 -> 0x005251c8
0x005251fc0x42parent-actor-bind4bind display object +0xa8 from this display object's actor slot +0xf2 via battle actor table 0x0059db30
0x005252000x11child-write8display/child field +0x96, imm=0x00000008 (0.00012207px), mode=0x81
0x005252080x21frame8set sprite=0x17, frame=41, gate=1, mode=0
0x005252100x11child-write8display/child field +0x96, imm=0x00000001 (1.52588e-05px), mode=0x82
0x005252180x14branch12word conditional branch unresolved if left:display.word[+0x96] != right:imm.word=0x0000 -> 0x00525208
0x005252240x24effect-sound4effect/cast cue mode=0x01 WLK id 16; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x005252280xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x0052522c0x21frame8set sprite=0x17, frame=41, gate=8, mode=0
0x005252340xadactor-flags8actor flag mode=2, mask=0x0000000c
0x0052523c0xadactor-flags8actor flag mode=1, mask=0x00000008
0x005252440xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x005252480xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x0052524c0x21frame8set sprite=0x17, frame=41, gate=8, mode=0
0x005252540xadactor-flags8actor flag mode=2, mask=0x0000000c
0x0052525c0xadactor-flags8actor flag mode=1, mask=0x00000008
0x005252640xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x005252680x13branch8byte conditional branch take if actor.skillId == 0x18 -> 0x005252e0
0x005252e00x4bclear-display-list4clear/free display list slot=2 mask=0x0008
0x005252e40x12write8or display/actor field +0x00, imm=0x10000000 (4096px)
0x005252ec0xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x005252f00x21frame8set sprite=0x17, frame=41, gate=16, mode=0
0x005252f80x21frame8set sprite=0x17, frame=40, gate=4, mode=0
0x005253000x21frame8set sprite=0x17, frame=4, gate=4, mode=0
0x005253080x21frame8set sprite=0x17, frame=6, gate=4, mode=0
0x005253100x21frame8set sprite=0x17, frame=2, gate=2, mode=0
0x005253180x01idle-end4idle/end marker; stop static walk before self-loop
스마슈 · 인법·분신술 · 0x19
VAopkindlensummary
0x005250e80xbcmovement4direct placement selector=5: screen-size/display-size based fixed placement.
0x005250ec0x21frame8set sprite=0x17, frame=6, gate=4, mode=0
0x005250f40x21frame8set sprite=0x17, frame=4, gate=4, mode=0
0x005250fc0x21frame8set sprite=0x17, frame=40, gate=4, mode=0
0x005251040x21frame8set sprite=0x17, frame=41, gate=4, mode=0
0x0052510c0x12write8and display/actor field +0x00, imm=0xefffffff (-4096px)
0x005251140x24effect-sound4effect/cast cue mode=0x01 WLK id 15; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x005251180x13branch8byte conditional branch skip if actor.skillId == 0x1b -> 0x005251a8
0x005251200x13branch8byte conditional branch skip if actor.skillId == 0x1a -> 0x00525180
0x005251280x13branch8byte conditional branch take if actor.skillId == 0x19 -> 0x00525158
0x005251580x11child-write8display/child field +0x92, imm=0x00000004 (6.10352e-05px), mode=0x80
0x005251600x11child-write8display/child field +0x8c, imm=0x00002000 (0.125px), mode=0x80
0x005251680x11child-write8display/child field +0x8e, imm=0x00004000 (0.25px), mode=0x80
0x005251700x11child-write8display/child field +0x96, imm=0x00000028 (0.000610352px), mode=0x80
0x005251780x03jump8jump 0x005251c8
0x005251c80x07spawn-child-vm8spawn child display VM type=2 runner=0x00402321 target=0x00525324 into +0x58
0x005251d00x1flink-child-parent4link current display object to child/display object in +0x58: current +0xa4 = child, child +0xa0 = current
0x005251d40x12write4set display/actor field +0xa8, source +0x58, mode=0xa0
0x005251d80x11child-write4display/child field +0x8c, source +0x8c, mode=0xe0
0x005251dc0x11child-write4display/child field +0x96, source +0x96, mode=0xe0
0x005251e00x11child-write4display/child field +0x90, source +0x90, mode=0xe0
0x005251e40x11child-write4display/child field +0x8c, source +0x8e, mode=0xa1
0x005251e80x11child-write8display/child field +0x92, imm=0x00000001 (1.52588e-05px), mode=0x82
0x005251f00x14branch12word conditional branch unresolved if left:display.word[+0x92] != right:imm.word=0x0000 -> 0x005251c8
0x005251fc0x42parent-actor-bind4bind display object +0xa8 from this display object's actor slot +0xf2 via battle actor table 0x0059db30
0x005252000x11child-write8display/child field +0x96, imm=0x00000008 (0.00012207px), mode=0x81
0x005252080x21frame8set sprite=0x17, frame=41, gate=1, mode=0
0x005252100x11child-write8display/child field +0x96, imm=0x00000001 (1.52588e-05px), mode=0x82
0x005252180x14branch12word conditional branch unresolved if left:display.word[+0x96] != right:imm.word=0x0000 -> 0x00525208
0x005252240x24effect-sound4effect/cast cue mode=0x01 WLK id 16; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x005252280xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x0052522c0x21frame8set sprite=0x17, frame=41, gate=8, mode=0
0x005252340xadactor-flags8actor flag mode=2, mask=0x0000000c
0x0052523c0xadactor-flags8actor flag mode=1, mask=0x00000008
0x005252440xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x005252480xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x0052524c0x21frame8set sprite=0x17, frame=41, gate=8, mode=0
0x005252540xadactor-flags8actor flag mode=2, mask=0x0000000c
0x0052525c0xadactor-flags8actor flag mode=1, mask=0x00000008
0x005252640xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x005252680x13branch8byte conditional branch skip if actor.skillId == 0x18 -> 0x005252e0
0x005252700xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x005252740x21frame8set sprite=0x17, frame=41, gate=8, mode=0
0x0052527c0xadactor-flags8actor flag mode=2, mask=0x0000000c
0x005252840xadactor-flags8actor flag mode=1, mask=0x00000008
0x0052528c0xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x005252900x13branch8byte conditional branch take if actor.skillId == 0x19 -> 0x005252e0
0x005252e00x4bclear-display-list4clear/free display list slot=2 mask=0x0008
0x005252e40x12write8or display/actor field +0x00, imm=0x10000000 (4096px)
0x005252ec0xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x005252f00x21frame8set sprite=0x17, frame=41, gate=16, mode=0
0x005252f80x21frame8set sprite=0x17, frame=40, gate=4, mode=0
0x005253000x21frame8set sprite=0x17, frame=4, gate=4, mode=0
0x005253080x21frame8set sprite=0x17, frame=6, gate=4, mode=0
0x005253100x21frame8set sprite=0x17, frame=2, gate=2, mode=0
0x005253180x01idle-end4idle/end marker; stop static walk before self-loop
스마슈 · 인법·분신술 · 0x1a
VAopkindlensummary
0x005250e80xbcmovement4direct placement selector=5: screen-size/display-size based fixed placement.
0x005250ec0x21frame8set sprite=0x17, frame=6, gate=4, mode=0
0x005250f40x21frame8set sprite=0x17, frame=4, gate=4, mode=0
0x005250fc0x21frame8set sprite=0x17, frame=40, gate=4, mode=0
0x005251040x21frame8set sprite=0x17, frame=41, gate=4, mode=0
0x0052510c0x12write8and display/actor field +0x00, imm=0xefffffff (-4096px)
0x005251140x24effect-sound4effect/cast cue mode=0x01 WLK id 15; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x005251180x13branch8byte conditional branch skip if actor.skillId == 0x1b -> 0x005251a8
0x005251200x13branch8byte conditional branch take if actor.skillId == 0x1a -> 0x00525180
0x005251800x11child-write8display/child field +0x92, imm=0x00000006 (9.15527e-05px), mode=0x80
0x005251880x11child-write8display/child field +0x8c, imm=0x00000000 (0px), mode=0x80
0x005251900x11child-write8display/child field +0x8e, imm=0x00002aab (0.166672px), mode=0x80
0x005251980x11child-write8display/child field +0x96, imm=0x00000030 (0.000732422px), mode=0x80
0x005251a00x03jump8jump 0x005251c8
0x005251c80x07spawn-child-vm8spawn child display VM type=2 runner=0x00402321 target=0x00525324 into +0x58
0x005251d00x1flink-child-parent4link current display object to child/display object in +0x58: current +0xa4 = child, child +0xa0 = current
0x005251d40x12write4set display/actor field +0xa8, source +0x58, mode=0xa0
0x005251d80x11child-write4display/child field +0x8c, source +0x8c, mode=0xe0
0x005251dc0x11child-write4display/child field +0x96, source +0x96, mode=0xe0
0x005251e00x11child-write4display/child field +0x90, source +0x90, mode=0xe0
0x005251e40x11child-write4display/child field +0x8c, source +0x8e, mode=0xa1
0x005251e80x11child-write8display/child field +0x92, imm=0x00000001 (1.52588e-05px), mode=0x82
0x005251f00x14branch12word conditional branch unresolved if left:display.word[+0x92] != right:imm.word=0x0000 -> 0x005251c8
0x005251fc0x42parent-actor-bind4bind display object +0xa8 from this display object's actor slot +0xf2 via battle actor table 0x0059db30
0x005252000x11child-write8display/child field +0x96, imm=0x00000008 (0.00012207px), mode=0x81
0x005252080x21frame8set sprite=0x17, frame=41, gate=1, mode=0
0x005252100x11child-write8display/child field +0x96, imm=0x00000001 (1.52588e-05px), mode=0x82
0x005252180x14branch12word conditional branch unresolved if left:display.word[+0x96] != right:imm.word=0x0000 -> 0x00525208
0x005252240x24effect-sound4effect/cast cue mode=0x01 WLK id 16; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x005252280xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x0052522c0x21frame8set sprite=0x17, frame=41, gate=8, mode=0
0x005252340xadactor-flags8actor flag mode=2, mask=0x0000000c
0x0052523c0xadactor-flags8actor flag mode=1, mask=0x00000008
0x005252440xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x005252480xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x0052524c0x21frame8set sprite=0x17, frame=41, gate=8, mode=0
0x005252540xadactor-flags8actor flag mode=2, mask=0x0000000c
0x0052525c0xadactor-flags8actor flag mode=1, mask=0x00000008
0x005252640xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x005252680x13branch8byte conditional branch skip if actor.skillId == 0x18 -> 0x005252e0
0x005252700xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x005252740x21frame8set sprite=0x17, frame=41, gate=8, mode=0
0x0052527c0xadactor-flags8actor flag mode=2, mask=0x0000000c
0x005252840xadactor-flags8actor flag mode=1, mask=0x00000008
0x0052528c0xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x005252900x13branch8byte conditional branch skip if actor.skillId == 0x19 -> 0x005252e0
0x005252980xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x0052529c0x21frame8set sprite=0x17, frame=41, gate=8, mode=0
0x005252a40xadactor-flags8actor flag mode=2, mask=0x0000000c
0x005252ac0xadactor-flags8actor flag mode=1, mask=0x00000008
0x005252b40xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x005252b80x13branch8byte conditional branch take if actor.skillId == 0x1a -> 0x005252e0
0x005252e00x4bclear-display-list4clear/free display list slot=2 mask=0x0008
0x005252e40x12write8or display/actor field +0x00, imm=0x10000000 (4096px)
0x005252ec0xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x005252f00x21frame8set sprite=0x17, frame=41, gate=16, mode=0
0x005252f80x21frame8set sprite=0x17, frame=40, gate=4, mode=0
0x005253000x21frame8set sprite=0x17, frame=4, gate=4, mode=0
0x005253080x21frame8set sprite=0x17, frame=6, gate=4, mode=0
0x005253100x21frame8set sprite=0x17, frame=2, gate=2, mode=0
0x005253180x01idle-end4idle/end marker; stop static walk before self-loop
스마슈 · 인법·분신술 · 0x1b
VAopkindlensummary
0x005250e80xbcmovement4direct placement selector=5: screen-size/display-size based fixed placement.
0x005250ec0x21frame8set sprite=0x17, frame=6, gate=4, mode=0
0x005250f40x21frame8set sprite=0x17, frame=4, gate=4, mode=0
0x005250fc0x21frame8set sprite=0x17, frame=40, gate=4, mode=0
0x005251040x21frame8set sprite=0x17, frame=41, gate=4, mode=0
0x0052510c0x12write8and display/actor field +0x00, imm=0xefffffff (-4096px)
0x005251140x24effect-sound4effect/cast cue mode=0x01 WLK id 15; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x005251180x13branch8byte conditional branch take if actor.skillId == 0x1b -> 0x005251a8
0x005251a80x11child-write8display/child field +0x92, imm=0x0000000a (0.000152588px), mode=0x80
0x005251b00x11child-write8display/child field +0x8c, imm=0x00000000 (0px), mode=0x80
0x005251b80x11child-write8display/child field +0x8e, imm=0x0000199a (0.100006px), mode=0x80
0x005251c00x11child-write8display/child field +0x96, imm=0x00000038 (0.000854492px), mode=0x80
0x005251c80x07spawn-child-vm8spawn child display VM type=2 runner=0x00402321 target=0x00525324 into +0x58
0x005251d00x1flink-child-parent4link current display object to child/display object in +0x58: current +0xa4 = child, child +0xa0 = current
0x005251d40x12write4set display/actor field +0xa8, source +0x58, mode=0xa0
0x005251d80x11child-write4display/child field +0x8c, source +0x8c, mode=0xe0
0x005251dc0x11child-write4display/child field +0x96, source +0x96, mode=0xe0
0x005251e00x11child-write4display/child field +0x90, source +0x90, mode=0xe0
0x005251e40x11child-write4display/child field +0x8c, source +0x8e, mode=0xa1
0x005251e80x11child-write8display/child field +0x92, imm=0x00000001 (1.52588e-05px), mode=0x82
0x005251f00x14branch12word conditional branch unresolved if left:display.word[+0x92] != right:imm.word=0x0000 -> 0x005251c8
0x005251fc0x42parent-actor-bind4bind display object +0xa8 from this display object's actor slot +0xf2 via battle actor table 0x0059db30
0x005252000x11child-write8display/child field +0x96, imm=0x00000008 (0.00012207px), mode=0x81
0x005252080x21frame8set sprite=0x17, frame=41, gate=1, mode=0
0x005252100x11child-write8display/child field +0x96, imm=0x00000001 (1.52588e-05px), mode=0x82
0x005252180x14branch12word conditional branch unresolved if left:display.word[+0x96] != right:imm.word=0x0000 -> 0x00525208
0x005252240x24effect-sound4effect/cast cue mode=0x01 WLK id 16; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x005252280xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x0052522c0x21frame8set sprite=0x17, frame=41, gate=8, mode=0
0x005252340xadactor-flags8actor flag mode=2, mask=0x0000000c
0x0052523c0xadactor-flags8actor flag mode=1, mask=0x00000008
0x005252440xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x005252480xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x0052524c0x21frame8set sprite=0x17, frame=41, gate=8, mode=0
0x005252540xadactor-flags8actor flag mode=2, mask=0x0000000c
0x0052525c0xadactor-flags8actor flag mode=1, mask=0x00000008
0x005252640xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x005252680x13branch8byte conditional branch skip if actor.skillId == 0x18 -> 0x005252e0
0x005252700xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x005252740x21frame8set sprite=0x17, frame=41, gate=8, mode=0
0x0052527c0xadactor-flags8actor flag mode=2, mask=0x0000000c
0x005252840xadactor-flags8actor flag mode=1, mask=0x00000008
0x0052528c0xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x005252900x13branch8byte conditional branch skip if actor.skillId == 0x19 -> 0x005252e0
0x005252980xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x0052529c0x21frame8set sprite=0x17, frame=41, gate=8, mode=0
0x005252a40xadactor-flags8actor flag mode=2, mask=0x0000000c
0x005252ac0xadactor-flags8actor flag mode=1, mask=0x00000008
0x005252b40xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x005252b80x13branch8byte conditional branch skip if actor.skillId == 0x1a -> 0x005252e0
0x005252c00xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x005252c40x21frame8set sprite=0x17, frame=41, gate=8, mode=0
0x005252cc0xadactor-flags8actor flag mode=2, mask=0x0000000c
0x005252d40xadactor-flags8actor flag mode=1, mask=0x00000008
0x005252dc0xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x005252e00x4bclear-display-list4clear/free display list slot=2 mask=0x0008
0x005252e40x12write8or display/actor field +0x00, imm=0x10000000 (4096px)
0x005252ec0xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x005252f00x21frame8set sprite=0x17, frame=41, gate=16, mode=0
0x005252f80x21frame8set sprite=0x17, frame=40, gate=4, mode=0
0x005253000x21frame8set sprite=0x17, frame=4, gate=4, mode=0
0x005253080x21frame8set sprite=0x17, frame=6, gate=4, mode=0
0x005253100x21frame8set sprite=0x17, frame=2, gate=2, mode=0
0x005253180x01idle-end4idle/end marker; stop static walk before self-loop
스마슈 · 비검·시공단 · 0x1c
VAopkindlensummary
0x005255440x24effect-sound4effect/cast cue mode=0x01 WLK id 17; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x005255480x13branch8byte conditional branch take if actor.skillId == 0x1c -> 0x0052561c
0x0052561c0x21frame8set sprite=0x17, frame=2, gate=2, mode=0
0x005256240xc1wait8actor flag barrier mode=0, mask=0x00000002
0x0052562c0x21frame8set sprite=0x17, frame=21, gate=2, mode=0
0x005256340x21frame8set sprite=0x17, frame=22, gate=2, mode=0
0x0052563c0xbdcleanup/helper4helper-call id=13; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x005256400xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x005256440xadactor-flags8actor flag mode=2, mask=0x0000000c
0x0052564c0xadactor-flags8actor flag mode=1, mask=0x00000008
0x005256540xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x005256580x03jump8jump 0x00525714
0x005257140x21frame8set sprite=0x17, frame=2, gate=2, mode=0
0x0052571c0x01idle-end4idle/end marker; stop static walk before self-loop
스마슈 · 비검·시공단 · 0x1d
VAopkindlensummary
0x005255440x24effect-sound4effect/cast cue mode=0x01 WLK id 17; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x005255480x13branch8byte conditional branch skip if actor.skillId == 0x1c -> 0x0052561c
0x005255500x21frame8set sprite=0x17, frame=21, gate=2, mode=0
0x005255580x21frame8set sprite=0x17, frame=22, gate=4, mode=0
0x005255600x13branch8byte conditional branch take if actor.skillId == 0x1d -> 0x00525660
0x005256600xc1wait8actor flag barrier mode=0, mask=0x00000002
0x005256680x21frame8set sprite=0x17, frame=16, gate=2, mode=0
0x005256700xbdcleanup/helper4helper-call id=14; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x005256740x21frame8set sprite=0x17, frame=17, gate=2, mode=0
0x0052567c0xbdcleanup/helper4helper-call id=46; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x005256800xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x005256840xadactor-flags8actor flag mode=2, mask=0x0000000c
0x0052568c0xadactor-flags8actor flag mode=1, mask=0x00000008
0x005256940xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x005256980x21frame8set sprite=0x17, frame=17, gate=4, mode=0
0x005256a00x03jump8jump 0x00525714
0x005257140x21frame8set sprite=0x17, frame=2, gate=2, mode=0
0x0052571c0x01idle-end4idle/end marker; stop static walk before self-loop
스마슈 · 비검·시공단 · 0x1e
VAopkindlensummary
0x005255440x24effect-sound4effect/cast cue mode=0x01 WLK id 17; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x005255480x13branch8byte conditional branch skip if actor.skillId == 0x1c -> 0x0052561c
0x005255500x21frame8set sprite=0x17, frame=21, gate=2, mode=0
0x005255580x21frame8set sprite=0x17, frame=22, gate=4, mode=0
0x005255600x13branch8byte conditional branch skip if actor.skillId == 0x1d -> 0x00525660
0x005255680x21frame8set sprite=0x17, frame=16, gate=2, mode=0
0x005255700x21frame8set sprite=0x17, frame=17, gate=4, mode=0
0x005255780x21frame8set sprite=0x17, frame=21, gate=1, mode=0
0x005255800x13branch8byte conditional branch take if actor.skillId == 0x1e -> 0x005256a8
0x005256a80xc1wait8actor flag barrier mode=0, mask=0x00000002
0x005256b00x12write8add display/actor field +0x1c, imm=0xfff80000 (-8px)
0x005256b80x12write8add display/actor field +0x20, imm=0xfff00000 (-16px)
0x005256c00x21frame8set sprite=0x17, frame=23, gate=2, mode=0
0x005256c80x21frame8set sprite=0x17, frame=24, gate=6, mode=0
0x005256d00x12write8sub display/actor field +0x1c, imm=0xfff80000 (-8px)
0x005256d80x12write8sub display/actor field +0x20, imm=0xfff00000 (-16px)
0x005256e00x21frame8set sprite=0x17, frame=25, gate=2, mode=0
0x005256e80xbdcleanup/helper4helper-call id=15; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x005256ec0x21frame8set sprite=0x17, frame=22, gate=2, mode=0
0x005256f40xc2sound4WLK id 04 (normal id 04, alt id 14, mode=0)
0x005256f80xadactor-flags8actor flag mode=2, mask=0x0000000c
0x005257000xadactor-flags8actor flag mode=1, mask=0x00000008
0x005257080xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x0052570c0x21frame8set sprite=0x17, frame=22, gate=6, mode=0
0x005257140x21frame8set sprite=0x17, frame=2, gate=2, mode=0
0x0052571c0x01idle-end4idle/end marker; stop static walk before self-loop
스마슈 · 비검·시공단 · 0x1f
VAopkindlensummary
0x005255440x24effect-sound4effect/cast cue mode=0x01 WLK id 17; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x005255480x13branch8byte conditional branch skip if actor.skillId == 0x1c -> 0x0052561c
0x005255500x21frame8set sprite=0x17, frame=21, gate=2, mode=0
0x005255580x21frame8set sprite=0x17, frame=22, gate=4, mode=0
0x005255600x13branch8byte conditional branch skip if actor.skillId == 0x1d -> 0x00525660
0x005255680x21frame8set sprite=0x17, frame=16, gate=2, mode=0
0x005255700x21frame8set sprite=0x17, frame=17, gate=4, mode=0
0x005255780x21frame8set sprite=0x17, frame=21, gate=1, mode=0
0x005255800x13branch8byte conditional branch skip if actor.skillId == 0x1e -> 0x005256a8
0x005255880x21frame8set sprite=0x17, frame=21, gate=1, mode=0
0x005255900x21frame8set sprite=0x17, frame=22, gate=4, mode=0
0x005255980x21frame8set sprite=0x17, frame=16, gate=2, mode=0
0x005255a00x21frame8set sprite=0x17, frame=17, gate=4, mode=0
0x005255a80x21frame8set sprite=0x17, frame=17, gate=2, mode=0
0x005255b00xc1wait8actor flag barrier mode=0, mask=0x00000002
0x005255b80x12write8add display/actor field +0x1c, imm=0xfff00000 (-16px)
0x005255c00x21frame8set sprite=0x17, frame=26, gate=2, mode=0
0x005255c80x21frame8set sprite=0x17, frame=27, gate=2, mode=0
0x005255d00x21frame8set sprite=0x17, frame=28, gate=2, mode=0
0x005255d80x21frame8set sprite=0x17, frame=29, gate=2, mode=0
0x005255e00x06repeat-loop8repeat-loop count=2, target=0x005255c0; handler stores target in object +0x3c and counter in +0x60
0x005255e80x12write8sub display/actor field +0x1c, imm=0xfff00000 (-16px)
0x005255f00x21frame8set sprite=0x17, frame=2, gate=2, mode=0
0x005255f80xbdcleanup/helper4helper-call id=17; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x005255fc0xc2sound4WLK id 04 (normal id 04, alt id 14, mode=0)
0x005256000xadactor-flags8actor flag mode=2, mask=0x0000000c
0x005256080xadactor-flags8actor flag mode=1, mask=0x00000008
0x005256100xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x005256140x03jump8jump 0x00525714
0x005257140x21frame8set sprite=0x17, frame=2, gate=2, mode=0
0x0052571c0x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 정권 · 0x01
VAopkindlensummary
0x004d63980x21frame8set sprite=0x11, frame=12, gate=2, mode=0
0x004d63a00x21frame8set sprite=0x11, frame=13, gate=2, mode=0
0x004d63a80xc2sound4WLK id 04 (normal id 04, alt id 14, mode=0)
0x004d63ac0xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d63b40xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d63bc0xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d63c00x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d63c80x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 돌려차기 · 0x02
VAopkindlensummary
0x004d63d40xbcmovement4direct placement selector=3: opposite target-side edge placement.
0x004d63d80x21frame8set sprite=0x11, frame=8, gate=4, mode=0
0x004d63e00x21frame8set sprite=0x11, frame=9, gate=2, mode=0
0x004d63e80x21frame8set sprite=0x11, frame=10, gate=4, mode=0
0x004d63f00x21frame8set sprite=0x11, frame=11, gate=2, mode=0
0x004d63f80xc2sound4WLK id 04 (normal id 04, alt id 14, mode=0)
0x004d63fc0xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d64040xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d640c0xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d64100x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d64180xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004d641c0x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 던지기 · 0x03
VAopkindlensummary
0x004d64280xbcmovement4direct placement selector=3: opposite target-side edge placement.
0x004d642c0x21frame8set sprite=0x11, frame=51, gate=2, mode=0
0x004d64340x21frame8set sprite=0x11, frame=52, gate=2, mode=0
0x004d643c0xc2sound4WLK id 18 (normal id 18, alt id 14, mode=1)
0x004d64400xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d64480xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d64500xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d64540x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d645c0xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004d64600x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 다리후리기 · 0x04
VAopkindlensummary
0x004d646c0x21frame8set sprite=0x11, frame=51, gate=2, mode=0
0x004d64740x21frame8set sprite=0x11, frame=52, gate=2, mode=0
0x004d647c0xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004d64800xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d64880xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d64900xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d64940x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d649c0x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 마시기 · 0x05
VAopkindlensummary
0x004d64a80x12write8add display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004d64b00x12write8add display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d64b80x21frame8set sprite=0x11, frame=40, gate=6, mode=0
0x004d64c00x21frame8set sprite=0x11, frame=41, gate=3, mode=0
0x004d64c80x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d64d00x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d64d40x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d64dc0x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d64e40x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d64e80x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d64f00x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d64f80x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d64fc0x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d65040x21frame8set sprite=0x11, frame=41, gate=3, mode=0
0x004d650c0x21frame8set sprite=0x11, frame=40, gate=2, mode=0
0x004d65140xadactor-flags8actor flag mode=0, mask=0x00000003
0x004d651c0x12write8sub display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004d65240x12write8sub display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d652c0x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d65340x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 마시기 · 0x06
VAopkindlensummary
0x004d64a80x12write8add display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004d64b00x12write8add display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d64b80x21frame8set sprite=0x11, frame=40, gate=6, mode=0
0x004d64c00x21frame8set sprite=0x11, frame=41, gate=3, mode=0
0x004d64c80x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d64d00x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d64d40x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d64dc0x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d64e40x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d64e80x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d64f00x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d64f80x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d64fc0x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d65040x21frame8set sprite=0x11, frame=41, gate=3, mode=0
0x004d650c0x21frame8set sprite=0x11, frame=40, gate=2, mode=0
0x004d65140xadactor-flags8actor flag mode=0, mask=0x00000003
0x004d651c0x12write8sub display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004d65240x12write8sub display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d652c0x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d65340x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 마시기 · 0x07
VAopkindlensummary
0x004d64a80x12write8add display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004d64b00x12write8add display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d64b80x21frame8set sprite=0x11, frame=40, gate=6, mode=0
0x004d64c00x21frame8set sprite=0x11, frame=41, gate=3, mode=0
0x004d64c80x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d64d00x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d64d40x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d64dc0x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d64e40x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d64e80x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d64f00x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d64f80x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d64fc0x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d65040x21frame8set sprite=0x11, frame=41, gate=3, mode=0
0x004d650c0x21frame8set sprite=0x11, frame=40, gate=2, mode=0
0x004d65140xadactor-flags8actor flag mode=0, mask=0x00000003
0x004d651c0x12write8sub display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004d65240x12write8sub display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d652c0x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d65340x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 마시기 · 0x08
VAopkindlensummary
0x004d64a80x12write8add display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004d64b00x12write8add display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d64b80x21frame8set sprite=0x11, frame=40, gate=6, mode=0
0x004d64c00x21frame8set sprite=0x11, frame=41, gate=3, mode=0
0x004d64c80x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d64d00x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d64d40x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d64dc0x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d64e40x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d64e80x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d64f00x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d64f80x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d64fc0x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d65040x21frame8set sprite=0x11, frame=41, gate=3, mode=0
0x004d650c0x21frame8set sprite=0x11, frame=40, gate=2, mode=0
0x004d65140xadactor-flags8actor flag mode=0, mask=0x00000003
0x004d651c0x12write8sub display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004d65240x12write8sub display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d652c0x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d65340x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 마시기 · 0x09
VAopkindlensummary
0x004d64a80x12write8add display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004d64b00x12write8add display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d64b80x21frame8set sprite=0x11, frame=40, gate=6, mode=0
0x004d64c00x21frame8set sprite=0x11, frame=41, gate=3, mode=0
0x004d64c80x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d64d00x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d64d40x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d64dc0x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d64e40x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d64e80x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d64f00x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d64f80x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d64fc0x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d65040x21frame8set sprite=0x11, frame=41, gate=3, mode=0
0x004d650c0x21frame8set sprite=0x11, frame=40, gate=2, mode=0
0x004d65140xadactor-flags8actor flag mode=0, mask=0x00000003
0x004d651c0x12write8sub display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004d65240x12write8sub display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d652c0x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d65340x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 비기·맹호유성각 · 0x33
VAopkindlensummary
0x004d737c0x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d73840x24effect-sound4effect/cast cue mode=0x01 WLK id 16; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d73880x11child-write8display/child field +0x5c, imm=0x00000200 (0.0078125px), mode=0xc7
0x004d73900x24effect-sound4effect/cast cue mode=0x01 WLK id 27; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d73940x07spawn-child-vm8spawn child display VM type=2 runner=0x00402321 target=0x004d7490 into +0x58
0x004d739c0x1flink-child-parent4link current display object to child/display object in +0x58: current +0xa4 = child, child +0xa0 = current
0x004d73a00x10placement-expr4byte field op dest:display.byte[+0x58] = source:parentActor.byte[+0x59]
0x004d73a40x12write4set display/actor field +0xa8, source +0xa4, mode=0xa0
0x004d73a80x13branch8byte conditional branch unresolved if left:display.byte[+0x58] == right:imm.byte=0x36 -> 0x004d742c
0x004d73b00x13branch8byte conditional branch unresolved if left:display.byte[+0x58] == right:imm.byte=0x35 -> 0x004d7408
0x004d73b80x13branch8byte conditional branch unresolved if left:display.byte[+0x58] == right:imm.byte=0x34 -> 0x004d73e4
0x004d73c00x12write8set display/actor field +0x74, imm=0x00010000 (1px)
0x004d73c80x12write8set display/actor field +0x78, imm=0x00004000 (0.25px)
0x004d73d00x11child-write8display/child field +0x96, imm=0x00000020 (0.000488281px), mode=0xc0
0x004d73d80xbdcleanup/helper4helper-call id=79; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004d73dc0x03jump8jump 0x004d7448
0x004d74480x42parent-actor-bind4bind display object +0xa8 from this display object's actor slot +0xf2 via battle actor table 0x0059db30
0x004d744c0xc1wait8actor flag barrier mode=0, mask=0x00000002
0x004d74540xc1wait8actor flag barrier mode=0, mask=0x00000200
0x004d745c0x25effect-control-call4effect-control submode=0xf1 operand=0x0000; flush/update global effect slots 0x58d618..0x58d622; used after 비기·맹호유성각 helper 79 child-effect swarm
0x004d74600xc2sound4WLK id 07 (normal id 07, alt id 07, mode=1)
0x004d74640xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d746c0xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d74740xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d74780x21frame8set sprite=0x11, frame=0, gate=1, mode=0
0x004d74800xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004d74840x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 비기·맹호유성각 · 0x34
VAopkindlensummary
0x004d737c0x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d73840x24effect-sound4effect/cast cue mode=0x01 WLK id 16; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d73880x11child-write8display/child field +0x5c, imm=0x00000200 (0.0078125px), mode=0xc7
0x004d73900x24effect-sound4effect/cast cue mode=0x01 WLK id 27; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d73940x07spawn-child-vm8spawn child display VM type=2 runner=0x00402321 target=0x004d7490 into +0x58
0x004d739c0x1flink-child-parent4link current display object to child/display object in +0x58: current +0xa4 = child, child +0xa0 = current
0x004d73a00x10placement-expr4byte field op dest:display.byte[+0x58] = source:parentActor.byte[+0x59]
0x004d73a40x12write4set display/actor field +0xa8, source +0xa4, mode=0xa0
0x004d73a80x13branch8byte conditional branch unresolved if left:display.byte[+0x58] == right:imm.byte=0x36 -> 0x004d742c
0x004d73b00x13branch8byte conditional branch unresolved if left:display.byte[+0x58] == right:imm.byte=0x35 -> 0x004d7408
0x004d73b80x13branch8byte conditional branch unresolved if left:display.byte[+0x58] == right:imm.byte=0x34 -> 0x004d73e4
0x004d73c00x12write8set display/actor field +0x74, imm=0x00010000 (1px)
0x004d73c80x12write8set display/actor field +0x78, imm=0x00004000 (0.25px)
0x004d73d00x11child-write8display/child field +0x96, imm=0x00000020 (0.000488281px), mode=0xc0
0x004d73d80xbdcleanup/helper4helper-call id=79; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004d73dc0x03jump8jump 0x004d7448
0x004d74480x42parent-actor-bind4bind display object +0xa8 from this display object's actor slot +0xf2 via battle actor table 0x0059db30
0x004d744c0xc1wait8actor flag barrier mode=0, mask=0x00000002
0x004d74540xc1wait8actor flag barrier mode=0, mask=0x00000200
0x004d745c0x25effect-control-call4effect-control submode=0xf1 operand=0x0000; flush/update global effect slots 0x58d618..0x58d622; used after 비기·맹호유성각 helper 79 child-effect swarm
0x004d74600xc2sound4WLK id 07 (normal id 07, alt id 07, mode=1)
0x004d74640xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d746c0xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d74740xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d74780x21frame8set sprite=0x11, frame=0, gate=1, mode=0
0x004d74800xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004d74840x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 비기·맹호유성각 · 0x35
VAopkindlensummary
0x004d737c0x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d73840x24effect-sound4effect/cast cue mode=0x01 WLK id 16; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d73880x11child-write8display/child field +0x5c, imm=0x00000200 (0.0078125px), mode=0xc7
0x004d73900x24effect-sound4effect/cast cue mode=0x01 WLK id 27; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d73940x07spawn-child-vm8spawn child display VM type=2 runner=0x00402321 target=0x004d7490 into +0x58
0x004d739c0x1flink-child-parent4link current display object to child/display object in +0x58: current +0xa4 = child, child +0xa0 = current
0x004d73a00x10placement-expr4byte field op dest:display.byte[+0x58] = source:parentActor.byte[+0x59]
0x004d73a40x12write4set display/actor field +0xa8, source +0xa4, mode=0xa0
0x004d73a80x13branch8byte conditional branch unresolved if left:display.byte[+0x58] == right:imm.byte=0x36 -> 0x004d742c
0x004d73b00x13branch8byte conditional branch unresolved if left:display.byte[+0x58] == right:imm.byte=0x35 -> 0x004d7408
0x004d73b80x13branch8byte conditional branch unresolved if left:display.byte[+0x58] == right:imm.byte=0x34 -> 0x004d73e4
0x004d73c00x12write8set display/actor field +0x74, imm=0x00010000 (1px)
0x004d73c80x12write8set display/actor field +0x78, imm=0x00004000 (0.25px)
0x004d73d00x11child-write8display/child field +0x96, imm=0x00000020 (0.000488281px), mode=0xc0
0x004d73d80xbdcleanup/helper4helper-call id=79; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004d73dc0x03jump8jump 0x004d7448
0x004d74480x42parent-actor-bind4bind display object +0xa8 from this display object's actor slot +0xf2 via battle actor table 0x0059db30
0x004d744c0xc1wait8actor flag barrier mode=0, mask=0x00000002
0x004d74540xc1wait8actor flag barrier mode=0, mask=0x00000200
0x004d745c0x25effect-control-call4effect-control submode=0xf1 operand=0x0000; flush/update global effect slots 0x58d618..0x58d622; used after 비기·맹호유성각 helper 79 child-effect swarm
0x004d74600xc2sound4WLK id 07 (normal id 07, alt id 07, mode=1)
0x004d74640xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d746c0xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d74740xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d74780x21frame8set sprite=0x11, frame=0, gate=1, mode=0
0x004d74800xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004d74840x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 비기·맹호유성각 · 0x36
VAopkindlensummary
0x004d737c0x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d73840x24effect-sound4effect/cast cue mode=0x01 WLK id 16; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d73880x11child-write8display/child field +0x5c, imm=0x00000200 (0.0078125px), mode=0xc7
0x004d73900x24effect-sound4effect/cast cue mode=0x01 WLK id 27; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d73940x07spawn-child-vm8spawn child display VM type=2 runner=0x00402321 target=0x004d7490 into +0x58
0x004d739c0x1flink-child-parent4link current display object to child/display object in +0x58: current +0xa4 = child, child +0xa0 = current
0x004d73a00x10placement-expr4byte field op dest:display.byte[+0x58] = source:parentActor.byte[+0x59]
0x004d73a40x12write4set display/actor field +0xa8, source +0xa4, mode=0xa0
0x004d73a80x13branch8byte conditional branch unresolved if left:display.byte[+0x58] == right:imm.byte=0x36 -> 0x004d742c
0x004d73b00x13branch8byte conditional branch unresolved if left:display.byte[+0x58] == right:imm.byte=0x35 -> 0x004d7408
0x004d73b80x13branch8byte conditional branch unresolved if left:display.byte[+0x58] == right:imm.byte=0x34 -> 0x004d73e4
0x004d73c00x12write8set display/actor field +0x74, imm=0x00010000 (1px)
0x004d73c80x12write8set display/actor field +0x78, imm=0x00004000 (0.25px)
0x004d73d00x11child-write8display/child field +0x96, imm=0x00000020 (0.000488281px), mode=0xc0
0x004d73d80xbdcleanup/helper4helper-call id=79; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004d73dc0x03jump8jump 0x004d7448
0x004d74480x42parent-actor-bind4bind display object +0xa8 from this display object's actor slot +0xf2 via battle actor table 0x0059db30
0x004d744c0xc1wait8actor flag barrier mode=0, mask=0x00000002
0x004d74540xc1wait8actor flag barrier mode=0, mask=0x00000200
0x004d745c0x25effect-control-call4effect-control submode=0xf1 operand=0x0000; flush/update global effect slots 0x58d618..0x58d622; used after 비기·맹호유성각 helper 79 child-effect swarm
0x004d74600xc2sound4WLK id 07 (normal id 07, alt id 07, mode=1)
0x004d74640xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d746c0xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d74740xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d74780x21frame8set sprite=0x11, frame=0, gate=1, mode=0
0x004d74800xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004d74840x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 주구격 · 0x37
VAopkindlensummary
0x004d75440x12write8add display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004d754c0x12write8add display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d75540x21frame8set sprite=0x11, frame=40, gate=6, mode=0
0x004d755c0x21frame8set sprite=0x11, frame=41, gate=3, mode=0
0x004d75640x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d756c0x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d75700x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d75780x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d75800x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d75840x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d758c0x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d75940x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d75980x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d75a00x21frame8set sprite=0x11, frame=41, gate=3, mode=0
0x004d75a80x21frame8set sprite=0x11, frame=40, gate=2, mode=0
0x004d75b00xadactor-flags8actor flag mode=0, mask=0x00000003
0x004d75b80x12write8sub display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004d75c00x12write8sub display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d75c80x13branch8byte conditional branch skip if actor.skillId == 0x39 -> 0x004d7644
0x004d75d00xbcmovement4direct placement selector=5: screen-size/display-size based fixed placement.
0x004d75d40x21frame8set sprite=0x11, frame=40, gate=2, mode=0
0x004d75dc0x21frame8set sprite=0x11, frame=35, gate=2, mode=0
0x004d75e40x21frame8set sprite=0x11, frame=36, gate=2, mode=0
0x004d75ec0x21frame8set sprite=0x11, frame=37, gate=4, mode=0
0x004d75f40x13branch8byte conditional branch skip if actor.skillId == 0x38 -> 0x004d7620
0x004d75fc0xbdcleanup/helper4helper-call id=61; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004d76000x24effect-sound4effect/cast cue mode=0x01 WLK id 31; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d76040x21frame8set sprite=0x11, frame=38, gate=6, mode=0
0x004d760c0xc1wait8actor flag barrier mode=0, mask=0x00000002
0x004d76140xc2sound4WLK id 18 (normal id 18, alt id 14, mode=0)
0x004d76180x03jump8jump 0x004d76f8
0x004d76f80xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d77000xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d77080xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d770c0x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d77140xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004d77180x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 취호염무 · 0x38
VAopkindlensummary
0x004d75440x12write8add display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004d754c0x12write8add display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d75540x21frame8set sprite=0x11, frame=40, gate=6, mode=0
0x004d755c0x21frame8set sprite=0x11, frame=41, gate=3, mode=0
0x004d75640x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d756c0x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d75700x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d75780x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d75800x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d75840x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d758c0x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d75940x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d75980x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d75a00x21frame8set sprite=0x11, frame=41, gate=3, mode=0
0x004d75a80x21frame8set sprite=0x11, frame=40, gate=2, mode=0
0x004d75b00xadactor-flags8actor flag mode=0, mask=0x00000003
0x004d75b80x12write8sub display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004d75c00x12write8sub display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d75c80x13branch8byte conditional branch skip if actor.skillId == 0x39 -> 0x004d7644
0x004d75d00xbcmovement4direct placement selector=5: screen-size/display-size based fixed placement.
0x004d75d40x21frame8set sprite=0x11, frame=40, gate=2, mode=0
0x004d75dc0x21frame8set sprite=0x11, frame=35, gate=2, mode=0
0x004d75e40x21frame8set sprite=0x11, frame=36, gate=2, mode=0
0x004d75ec0x21frame8set sprite=0x11, frame=37, gate=4, mode=0
0x004d75f40x13branch8byte conditional branch take if actor.skillId == 0x38 -> 0x004d7620
0x004d76200xbdcleanup/helper4helper-call id=63; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004d76240x24effect-sound4effect/cast cue mode=0x01 WLK id 21; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d76280x21frame8set sprite=0x11, frame=38, gate=16, mode=0
0x004d76300xc2sound4WLK id 07 (normal id 07, alt id 07, mode=1)
0x004d76340xc1wait8actor flag barrier mode=0, mask=0x00000002
0x004d763c0x03jump8jump 0x004d76f8
0x004d76f80xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d77000xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d77080xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d770c0x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d77140xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004d77180x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 노익장 대폭발 · 0x39
VAopkindlensummary
0x004d75440x12write8add display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004d754c0x12write8add display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d75540x21frame8set sprite=0x11, frame=40, gate=6, mode=0
0x004d755c0x21frame8set sprite=0x11, frame=41, gate=3, mode=0
0x004d75640x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d756c0x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d75700x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d75780x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d75800x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d75840x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d758c0x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d75940x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d75980x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d75a00x21frame8set sprite=0x11, frame=41, gate=3, mode=0
0x004d75a80x21frame8set sprite=0x11, frame=40, gate=2, mode=0
0x004d75b00xadactor-flags8actor flag mode=0, mask=0x00000003
0x004d75b80x12write8sub display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004d75c00x12write8sub display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d75c80x13branch8byte conditional branch take if actor.skillId == 0x39 -> 0x004d7644
0x004d76440xbcmovement4direct placement selector=5: screen-size/display-size based fixed placement.
0x004d76480x21frame8set sprite=0x11, frame=40, gate=2, mode=0
0x004d76500xbdcleanup/helper4helper-call id=11; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004d76540x21frame8set sprite=0x11, frame=40, gate=12, mode=0
0x004d765c0x24effect-sound4effect/cast cue mode=0x01 WLK id 06; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d76600xbdcleanup/helper4helper-call id=40; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004d76640xbdcleanup/helper4helper-call id=41; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004d76680xbdcleanup/helper4helper-call id=123; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004d766c0x12write8add display/actor field +0x1c, imm=0x00080000 (8px)
0x004d76740x12write8add display/actor field +0x20, imm=0x00080000 (8px)
0x004d767c0x24effect-sound4effect/cast cue mode=0x01 WLK id 07; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d76800x21frame8set sprite=0x11, frame=52, gate=8, mode=0
0x004d76880x24effect-sound4effect/cast cue mode=0x01 WLK id 07; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d768c0x21frame8set sprite=0x11, frame=52, gate=8, mode=0
0x004d76940x24effect-sound4effect/cast cue mode=0x01 WLK id 07; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d76980x21frame8set sprite=0x11, frame=52, gate=8, mode=0
0x004d76a00x24effect-sound4effect/cast cue mode=0x01 WLK id 07; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d76a40x21frame8set sprite=0x11, frame=52, gate=8, mode=0
0x004d76ac0x24effect-sound4effect/cast cue mode=0x01 WLK id 07; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d76b00x21frame8set sprite=0x11, frame=52, gate=8, mode=0
0x004d76b80x24effect-sound4effect/cast cue mode=0x01 WLK id 29; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d76bc0x12write8add display/actor field +0x1c, imm=0x00080000 (8px)
0x004d76c40x12write8add display/actor field +0x20, imm=0x00080000 (8px)
0x004d76cc0xbdcleanup/helper4helper-call id=57; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004d76d00x12write8sub display/actor field +0x1c, imm=0x00080000 (8px)
0x004d76d80x12write8sub display/actor field +0x20, imm=0x00080000 (8px)
0x004d76e00x21frame8set sprite=0x11, frame=52, gate=4, mode=0
0x004d76e80xbdcleanup/helper4helper-call id=38; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004d76ec0x21frame8set sprite=0x11, frame=52, gate=2, mode=0
0x004d76f40xc2sound4WLK id 00 (normal id 00, alt id 00, mode=2)
0x004d76f80xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004d77000xadactor-flags8actor flag mode=1, mask=0x00000008
0x004d77080xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004d770c0x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d77140xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004d77180x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 도주 · 0x3a
VAopkindlensummary
0x004d77240x21frame8set sprite=0x11, frame=0, gate=8, mode=0
0x004d772c0xadactor-flags8actor flag mode=0, mask=0x00000003
0x004d77340x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 방어 · 0x3b
VAopkindlensummary
0x004d77400x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d77480x24effect-sound4effect/cast cue mode=0x01 WLK id 11; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d774c0x21frame8set sprite=0x11, frame=2, gate=8, mode=0
0x004d77540xadactor-flags8actor flag mode=0, mask=0x00000003
0x004d775c0x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 기합일발 · 0x3c
VAopkindlensummary
0x004d77680x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d77700x24effect-sound4effect/cast cue mode=0x01 WLK id 22; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d77740xbdcleanup/helper4helper-call id=32; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004d77780x21frame8set sprite=0x11, frame=52, gate=1, mode=0
0x004d77800xc1wait8actor flag barrier mode=0, mask=0x00000002
0x004d77880xadactor-flags8actor flag mode=0, mask=0x00000001
0x004d77900x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 천조족 · 0x3d
VAopkindlensummary
0x004d779c0x12write8add display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004d77a40x10placement-expr4byte field op dest:display.byte[+0xe6] sub= source:imm.byte=0xfe
0x004d77a80x12write8add display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d77b00x10placement-expr4byte field op dest:display.byte[+0xe7] sub= source:imm.byte=0xfe
0x004d77b40x21frame8set sprite=0x11, frame=40, gate=6, mode=0
0x004d77bc0x21frame8set sprite=0x11, frame=41, gate=3, mode=0
0x004d77c40x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d77cc0x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d77d00x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d77d80x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d77e00x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d77e40x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d77ec0x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d77f40x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d77f80x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d78000x21frame8set sprite=0x11, frame=41, gate=3, mode=0
0x004d78080x21frame8set sprite=0x11, frame=40, gate=2, mode=0
0x004d78100xadactor-flags8actor flag mode=0, mask=0x00000003
0x004d78180x21frame8set sprite=0x11, frame=40, gate=2, mode=0
0x004d78200xbdcleanup/helper4helper-call id=34; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004d78240xc1wait8actor flag barrier mode=0, mask=0x00000002
0x004d782c0xadactor-flags8actor flag mode=0, mask=0x00000001
0x004d78340x12write8sub display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004d783c0x10placement-expr4byte field op dest:display.byte[+0xe6] add= source:imm.byte=0xfe
0x004d78400x12write8sub display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d78480x10placement-expr4byte field op dest:display.byte[+0xe7] add= source:imm.byte=0xfe
0x004d784c0x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d78540x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 천조족 · 0x3e
VAopkindlensummary
0x004d779c0x12write8add display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004d77a40x10placement-expr4byte field op dest:display.byte[+0xe6] sub= source:imm.byte=0xfe
0x004d77a80x12write8add display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d77b00x10placement-expr4byte field op dest:display.byte[+0xe7] sub= source:imm.byte=0xfe
0x004d77b40x21frame8set sprite=0x11, frame=40, gate=6, mode=0
0x004d77bc0x21frame8set sprite=0x11, frame=41, gate=3, mode=0
0x004d77c40x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d77cc0x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d77d00x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d77d80x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d77e00x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d77e40x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d77ec0x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d77f40x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d77f80x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d78000x21frame8set sprite=0x11, frame=41, gate=3, mode=0
0x004d78080x21frame8set sprite=0x11, frame=40, gate=2, mode=0
0x004d78100xadactor-flags8actor flag mode=0, mask=0x00000003
0x004d78180x21frame8set sprite=0x11, frame=40, gate=2, mode=0
0x004d78200xbdcleanup/helper4helper-call id=34; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004d78240xc1wait8actor flag barrier mode=0, mask=0x00000002
0x004d782c0xadactor-flags8actor flag mode=0, mask=0x00000001
0x004d78340x12write8sub display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004d783c0x10placement-expr4byte field op dest:display.byte[+0xe6] add= source:imm.byte=0xfe
0x004d78400x12write8sub display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d78480x10placement-expr4byte field op dest:display.byte[+0xe7] add= source:imm.byte=0xfe
0x004d784c0x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d78540x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 주 백약지장 · 0x3f
VAopkindlensummary
0x004d78600x12write8add display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004d78680x10placement-expr4byte field op dest:display.byte[+0xe6] sub= source:imm.byte=0xfe
0x004d786c0x12write8add display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d78740x10placement-expr4byte field op dest:display.byte[+0xe7] sub= source:imm.byte=0xfe
0x004d78780x21frame8set sprite=0x11, frame=40, gate=6, mode=0
0x004d78800x21frame8set sprite=0x11, frame=41, gate=3, mode=0
0x004d78880x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d78900x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d78940x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d789c0x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d78a40x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d78a80x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d78b00x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d78b80x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d78bc0x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d78c40x21frame8set sprite=0x11, frame=41, gate=3, mode=0
0x004d78cc0x21frame8set sprite=0x11, frame=40, gate=2, mode=0
0x004d78d40xadactor-flags8actor flag mode=0, mask=0x00000003
0x004d78dc0x21frame8set sprite=0x11, frame=40, gate=2, mode=0
0x004d78e40xbdcleanup/helper4helper-call id=34; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004d78e80xc1wait8actor flag barrier mode=0, mask=0x00000002
0x004d78f00xadactor-flags8actor flag mode=0, mask=0x00000001
0x004d78f80x12write8sub display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004d79000x10placement-expr4byte field op dest:display.byte[+0xe6] add= source:imm.byte=0xfe
0x004d79040x12write8sub display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d790c0x10placement-expr4byte field op dest:display.byte[+0xe7] add= source:imm.byte=0xfe
0x004d79100x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d79180x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 천조족 · 0x40
VAopkindlensummary
0x004d779c0x12write8add display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004d77a40x10placement-expr4byte field op dest:display.byte[+0xe6] sub= source:imm.byte=0xfe
0x004d77a80x12write8add display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d77b00x10placement-expr4byte field op dest:display.byte[+0xe7] sub= source:imm.byte=0xfe
0x004d77b40x21frame8set sprite=0x11, frame=40, gate=6, mode=0
0x004d77bc0x21frame8set sprite=0x11, frame=41, gate=3, mode=0
0x004d77c40x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d77cc0x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d77d00x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d77d80x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d77e00x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d77e40x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d77ec0x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d77f40x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d77f80x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d78000x21frame8set sprite=0x11, frame=41, gate=3, mode=0
0x004d78080x21frame8set sprite=0x11, frame=40, gate=2, mode=0
0x004d78100xadactor-flags8actor flag mode=0, mask=0x00000003
0x004d78180x21frame8set sprite=0x11, frame=40, gate=2, mode=0
0x004d78200xbdcleanup/helper4helper-call id=34; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004d78240xc1wait8actor flag barrier mode=0, mask=0x00000002
0x004d782c0xadactor-flags8actor flag mode=0, mask=0x00000001
0x004d78340x12write8sub display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004d783c0x10placement-expr4byte field op dest:display.byte[+0xe6] add= source:imm.byte=0xfe
0x004d78400x12write8sub display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d78480x10placement-expr4byte field op dest:display.byte[+0xe7] add= source:imm.byte=0xfe
0x004d784c0x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d78540x01idle-end4idle/end marker; stop static walk before self-loop
아타호 · 천조족 · 0x41
VAopkindlensummary
0x004d779c0x12write8add display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004d77a40x10placement-expr4byte field op dest:display.byte[+0xe6] sub= source:imm.byte=0xfe
0x004d77a80x12write8add display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d77b00x10placement-expr4byte field op dest:display.byte[+0xe7] sub= source:imm.byte=0xfe
0x004d77b40x21frame8set sprite=0x11, frame=40, gate=6, mode=0
0x004d77bc0x21frame8set sprite=0x11, frame=41, gate=3, mode=0
0x004d77c40x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d77cc0x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d77d00x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d77d80x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d77e00x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d77e40x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d77ec0x21frame8set sprite=0x11, frame=42, gate=3, mode=0
0x004d77f40x24effect-sound4effect/cast cue mode=0x01 WLK id 23; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004d77f80x21frame8set sprite=0x11, frame=43, gate=3, mode=0
0x004d78000x21frame8set sprite=0x11, frame=41, gate=3, mode=0
0x004d78080x21frame8set sprite=0x11, frame=40, gate=2, mode=0
0x004d78100xadactor-flags8actor flag mode=0, mask=0x00000003
0x004d78180x21frame8set sprite=0x11, frame=40, gate=2, mode=0
0x004d78200xbdcleanup/helper4helper-call id=34; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004d78240xc1wait8actor flag barrier mode=0, mask=0x00000002
0x004d782c0xadactor-flags8actor flag mode=0, mask=0x00000001
0x004d78340x12write8sub display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004d783c0x10placement-expr4byte field op dest:display.byte[+0xe6] add= source:imm.byte=0xfe
0x004d78400x12write8sub display/actor field +0x20, imm=0xfff00000 (-16px)
0x004d78480x10placement-expr4byte field op dest:display.byte[+0xe7] add= source:imm.byte=0xfe
0x004d784c0x21frame8set sprite=0x11, frame=0, gate=2, mode=0
0x004d78540x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 손톱공격 · 0x01
VAopkindlensummary
0x004db0640x21frame8set sprite=0x14, frame=20, gate=2, mode=0
0x004db06c0x21frame8set sprite=0x14, frame=21, gate=6, mode=0
0x004db0740x21frame8set sprite=0x14, frame=22, gate=2, mode=0
0x004db07c0x21frame8set sprite=0x14, frame=23, gate=2, mode=0
0x004db0840xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004db0880xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db0900xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db0980xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db09c0x21frame8set sprite=0x14, frame=23, gate=2, mode=0
0x004db0a40x21frame8set sprite=0x14, frame=3, gate=2, mode=0
0x004db0ac0x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 하이킥 · 0x02
VAopkindlensummary
0x004db0b80x21frame8set sprite=0x14, frame=10, gate=2, mode=0
0x004db0c00x21frame8set sprite=0x14, frame=11, gate=2, mode=0
0x004db0c80xc2sound4WLK id 04 (normal id 04, alt id 14, mode=0)
0x004db0cc0xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db0d40xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db0dc0xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db0e00x21frame8set sprite=0x14, frame=11, gate=2, mode=0
0x004db0e80x21frame8set sprite=0x14, frame=3, gate=2, mode=0
0x004db0f00x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 미들킥 · 0x03
VAopkindlensummary
0x004db0fc0x21frame8set sprite=0x14, frame=12, gate=2, mode=0
0x004db1040x21frame8set sprite=0x14, frame=13, gate=2, mode=0
0x004db10c0xc2sound4WLK id 04 (normal id 04, alt id 14, mode=0)
0x004db1100xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db1180xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db1200xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db1240x21frame8set sprite=0x14, frame=13, gate=2, mode=0
0x004db12c0x21frame8set sprite=0x14, frame=3, gate=2, mode=0
0x004db1340x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 로 킥 · 0x04
VAopkindlensummary
0x004db1400x12write8add display/actor field +0x20, imm=0x00100000 (16px)
0x004db1480xc2sound4WLK id 04 (normal id 04, alt id 14, mode=0)
0x004db14c0x21frame8set sprite=0x14, frame=14, gate=2, mode=0
0x004db1540x21frame8set sprite=0x14, frame=15, gate=2, mode=0
0x004db15c0xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db1640xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db16c0xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db1700x21frame8set sprite=0x14, frame=15, gate=2, mode=0
0x004db1780x12write8sub display/actor field +0x20, imm=0x00100000 (16px)
0x004db1800x21frame8set sprite=0x14, frame=3, gate=2, mode=0
0x004db1880x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 도발 · 0x05
VAopkindlensummary
0x004daf280xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004daf2c0x21frame8set sprite=0x14, frame=51, gate=4, mode=0
0x004daf340x21frame8set sprite=0x14, frame=52, gate=2, mode=0
0x004daf3c0x21frame8set sprite=0x14, frame=53, gate=4, mode=0
0x004daf440x21frame8set sprite=0x14, frame=51, gate=4, mode=0
0x004daf4c0x21frame8set sprite=0x14, frame=52, gate=2, mode=0
0x004daf540x21frame8set sprite=0x14, frame=53, gate=4, mode=0
0x004daf5c0x21frame8set sprite=0x14, frame=51, gate=4, mode=0
0x004daf640x21frame8set sprite=0x14, frame=52, gate=2, mode=0
0x004daf6c0x21frame8set sprite=0x14, frame=53, gate=4, mode=0
0x004daf740x21frame8set sprite=0x14, frame=54, gate=8, mode=0
0x004daf7c0x21frame8set sprite=0x14, frame=4, gate=6, mode=0
0x004daf840x21frame8set sprite=0x14, frame=5, gate=4, mode=0
0x004daf8c0x21frame8set sprite=0x14, frame=4, gate=8, mode=0
0x004daf940xadactor-flags8actor flag mode=0, mask=0x00000010
0x004daf9c0x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 꼬챙이 꿰기 · 0x06
VAopkindlensummary
0x004db1cc0x21frame8set sprite=0x14, frame=20, gate=8, mode=0
0x004db1d40x21frame8set sprite=0x14, frame=21, gate=6, mode=0
0x004db1dc0x21frame8set sprite=0x14, frame=22, gate=2, mode=0
0x004db1e40x21frame8set sprite=0x14, frame=23, gate=2, mode=0
0x004db1ec0xbdcleanup/helper4helper-call id=110; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004db1f00xc2sound4WLK id 04 (normal id 04, alt id 14, mode=0)
0x004db1f40xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db1fc0xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db2040xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db2080x21frame8set sprite=0x14, frame=23, gate=2, mode=0
0x004db2100x21frame8set sprite=0x14, frame=3, gate=2, mode=0
0x004db2180x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 꼬챙이 꿰기 · 0x07
VAopkindlensummary
0x004db1cc0x21frame8set sprite=0x14, frame=20, gate=8, mode=0
0x004db1d40x21frame8set sprite=0x14, frame=21, gate=6, mode=0
0x004db1dc0x21frame8set sprite=0x14, frame=22, gate=2, mode=0
0x004db1e40x21frame8set sprite=0x14, frame=23, gate=2, mode=0
0x004db1ec0xbdcleanup/helper4helper-call id=110; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004db1f00xc2sound4WLK id 04 (normal id 04, alt id 14, mode=0)
0x004db1f40xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db1fc0xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db2040xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db2080x21frame8set sprite=0x14, frame=23, gate=2, mode=0
0x004db2100x21frame8set sprite=0x14, frame=3, gate=2, mode=0
0x004db2180x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 꼬챙이 꿰기 · 0x08
VAopkindlensummary
0x004db1cc0x21frame8set sprite=0x14, frame=20, gate=8, mode=0
0x004db1d40x21frame8set sprite=0x14, frame=21, gate=6, mode=0
0x004db1dc0x21frame8set sprite=0x14, frame=22, gate=2, mode=0
0x004db1e40x21frame8set sprite=0x14, frame=23, gate=2, mode=0
0x004db1ec0xbdcleanup/helper4helper-call id=110; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004db1f00xc2sound4WLK id 04 (normal id 04, alt id 14, mode=0)
0x004db1f40xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db1fc0xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db2040xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db2080x21frame8set sprite=0x14, frame=23, gate=2, mode=0
0x004db2100x21frame8set sprite=0x14, frame=3, gate=2, mode=0
0x004db2180x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 빙조권 · 0x19
VAopkindlensummary
0x004db8280xbcmovement4direct placement selector=3: opposite target-side edge placement.
0x004db82c0x12write8sub display/actor field +0x1c, imm=0x00200000 (32px)
0x004db8340x21frame8set sprite=0x14, frame=33, gate=2, mode=0
0x004db83c0x21frame8set sprite=0x14, frame=34, gate=16, mode=0
0x004db8440x12write8add display/actor field +0x1c, imm=0x00100000 (16px)
0x004db84c0x13branch8byte conditional branch skip if actor.skillId == 0x18 -> 0x004db894
0x004db8540x13branch8byte conditional branch skip if actor.skillId == 0x17 -> 0x004db884
0x004db85c0x13branch8byte conditional branch skip if actor.skillId == 0x16 -> 0x004db874
0x004db8640xbdcleanup/helper4helper-call id=95; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004db8680x24effect-sound4effect/cast cue mode=0x01 WLK id 21; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004db86c0x03jump8jump 0x004db89c
0x004db89c0x21frame8set sprite=0x14, frame=38, gate=2, mode=0
0x004db8a40x21frame8set sprite=0x14, frame=39, gate=1, mode=0
0x004db8ac0xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004db8b00xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db8b80xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db8c00xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db8c40x06repeat-loop8repeat-loop count=3, target=0x004db8a4; handler stores target in object +0x3c and counter in +0x60
0x004db8cc0x13branch8byte conditional branch skip if actor.skillId == 0x15 -> 0x004db94c
0x004db8d40x21frame8set sprite=0x14, frame=39, gate=1, mode=0
0x004db8dc0xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004db8e00xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db8e80xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db8f00xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db8f40x13branch8byte conditional branch skip if actor.skillId == 0x16 -> 0x004db94c
0x004db8fc0x21frame8set sprite=0x14, frame=39, gate=1, mode=0
0x004db9040xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004db9080xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db9100xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db9180xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db91c0x13branch8byte conditional branch skip if actor.skillId == 0x17 -> 0x004db94c
0x004db9240x21frame8set sprite=0x14, frame=39, gate=1, mode=0
0x004db92c0xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x004db9300xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db9380xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db9400xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db9440x06repeat-loop8repeat-loop count=5, target=0x004db924; handler stores target in object +0x3c and counter in +0x60
0x004db94c0x12write8sub display/actor field +0x1c, imm=0x00100000 (16px)
0x004db9540x21frame8set sprite=0x14, frame=3, gate=2, mode=0
0x004db95c0xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004db9600x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 흑영권 · 0x1a
VAopkindlensummary
0x004db96c0x12write8add display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004db9740x21frame8set sprite=0x14, frame=6, gate=2, mode=0
0x004db97c0x21frame8set sprite=0x14, frame=7, gate=16, mode=0
0x004db9840x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004db9880x12write8add display/actor field +0x1c, imm=0x00200000 (32px)
0x004db9900x21frame8set sprite=0x14, frame=8, gate=2, mode=0
0x004db9980xbdcleanup/helper4helper-call id=70; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004db99c0x21frame8set sprite=0x14, frame=9, gate=8, mode=0
0x004db9a40xc1wait8actor flag barrier mode=0, mask=0x00000002
0x004db9ac0xbdcleanup/helper4helper-call id=77; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004db9b00xc2sound4WLK id 08 (normal id 08, alt id 08, mode=1)
0x004db9b40x21frame8set sprite=0x14, frame=9, gate=14, mode=0
0x004db9bc0xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004db9c40xadactor-flags8actor flag mode=1, mask=0x00000008
0x004db9cc0xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004db9d00x12write8sub display/actor field +0x1c, imm=0x00100000 (16px)
0x004db9d80x21frame8set sprite=0x14, frame=3, gate=2, mode=0
0x004db9e00x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 맹호열지조 · 0x1b
VAopkindlensummary
0x004db9ec0xbcmovement4direct placement selector=3: opposite target-side edge placement.
0x004db9f00x12write8sub display/actor field +0x1c, imm=0x00200000 (32px)
0x004db9f80x12write8add display/actor field +0x20, imm=0xfff00000 (-16px)
0x004dba000x21frame8set sprite=0x14, frame=29, gate=2, mode=0
0x004dba080x21frame8set sprite=0x14, frame=30, gate=6, mode=0
0x004dba100x12write8sub display/actor field +0x20, imm=0xfff00000 (-16px)
0x004dba180x21frame8set sprite=0x14, frame=31, gate=2, mode=0
0x004dba200x21frame8set sprite=0x14, frame=32, gate=4, mode=0
0x004dba280xbdcleanup/helper4helper-call id=108; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004dba2c0xc2sound4WLK id 17 (normal id 17, alt id 17, mode=1)
0x004dba300x21frame8set sprite=0x14, frame=32, gate=40, mode=0
0x004dba380xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004dba400xadactor-flags8actor flag mode=1, mask=0x00000008
0x004dba480xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004dba4c0x21frame8set sprite=0x14, frame=3, gate=2, mode=0
0x004dba540xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004dba580x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 창룡파 · 0x2c
VAopkindlensummary
0x004dbf400xbcmovement4direct placement selector=5: screen-size/display-size based fixed placement.
0x004dbf440x12write8add display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004dbf4c0x21frame8set sprite=0x14, frame=6, gate=2, mode=0
0x004dbf540x21frame8set sprite=0x14, frame=7, gate=6, mode=0
0x004dbf5c0x12write8add display/actor field +0x1c, imm=0x00200000 (32px)
0x004dbf640x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004dbf680x21frame8set sprite=0x14, frame=8, gate=2, mode=0
0x004dbf700x21frame8set sprite=0x14, frame=9, gate=8, mode=0
0x004dbf780x12write8add display/actor field +0x1c, imm=0xffe00000 (-32px)
0x004dbf800x21frame8set sprite=0x14, frame=16, gate=2, mode=0
0x004dbf880x21frame8set sprite=0x14, frame=17, gate=6, mode=0
0x004dbf900x12write8add display/actor field +0x1c, imm=0x00200000 (32px)
0x004dbf980x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004dbf9c0x21frame8set sprite=0x14, frame=18, gate=2, mode=0
0x004dbfa40x21frame8set sprite=0x14, frame=19, gate=8, mode=0
0x004dbfac0x13branch8byte conditional branch skip if actor.skillId == 0x28 -> 0x004dc144
0x004dbfb40x12write8add display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004dbfbc0x21frame8set sprite=0x14, frame=6, gate=2, mode=0
0x004dbfc40x21frame8set sprite=0x14, frame=7, gate=6, mode=0
0x004dbfcc0x12write8add display/actor field +0x1c, imm=0x00200000 (32px)
0x004dbfd40x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004dbfd80x21frame8set sprite=0x14, frame=8, gate=2, mode=0
0x004dbfe00x21frame8set sprite=0x14, frame=9, gate=8, mode=0
0x004dbfe80x12write8add display/actor field +0x1c, imm=0xffe00000 (-32px)
0x004dbff00x21frame8set sprite=0x14, frame=16, gate=2, mode=0
0x004dbff80x21frame8set sprite=0x14, frame=17, gate=6, mode=0
0x004dc0000x12write8add display/actor field +0x1c, imm=0x00200000 (32px)
0x004dc0080x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004dc00c0x21frame8set sprite=0x14, frame=18, gate=2, mode=0
0x004dc0140x21frame8set sprite=0x14, frame=19, gate=8, mode=0
0x004dc01c0x13branch8byte conditional branch skip if actor.skillId == 0x29 -> 0x004dc1d0
0x004dc0240x21frame8set sprite=0x14, frame=10, gate=2, mode=0
0x004dc02c0x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004dc0300x21frame8set sprite=0x14, frame=11, gate=8, mode=0
0x004dc0380x13branch8byte conditional branch skip if actor.skillId == 0x2a -> 0x004dc054
0x004dc0400x21frame8set sprite=0x14, frame=12, gate=2, mode=0
0x004dc0480x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004dc04c0x21frame8set sprite=0x14, frame=13, gate=8, mode=0
0x004dc0540x12write8add display/actor field +0x20, imm=0x00100000 (16px)
0x004dc05c0x21frame8set sprite=0x14, frame=14, gate=2, mode=0
0x004dc0640x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004dc0680x21frame8set sprite=0x14, frame=15, gate=8, mode=0
0x004dc0700x12write8sub display/actor field +0x20, imm=0x00100000 (16px)
0x004dc0780x13branch8byte conditional branch skip if actor.skillId == 0x2a -> 0x004dc1d0
0x004dc0800x12write8add display/actor field +0x1c, imm=0xfff00000 (-16px)
0x004dc0880x21frame8set sprite=0x14, frame=33, gate=2, mode=0
0x004dc0900x21frame8set sprite=0x14, frame=34, gate=6, mode=0
0x004dc0980x12write8add display/actor field +0x20, imm=0xffd80000 (-40px)
0x004dc0a00x21frame8set sprite=0x14, frame=35, gate=2, mode=0
0x004dc0a80x12write8add display/actor field +0x20, imm=0x00080000 (8px)
0x004dc0b00x21frame8set sprite=0x14, frame=36, gate=2, mode=0
0x004dc0b80xbdcleanup/helper4helper-call id=75; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004dc0bc0xc2sound4WLK id 09 (normal id 09, alt id 09, mode=1)
0x004dc0c00xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004dc0c80xadactor-flags8actor flag mode=1, mask=0x00000008
0x004dc0d00xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004dc0d40x12write8add display/actor field +0x20, imm=0x00080000 (8px)
0x004dc0dc0x21frame8set sprite=0x14, frame=37, gate=2, mode=0
0x004dc0e40x12write8add display/actor field +0x20, imm=0xffd80000 (-40px)
0x004dc0ec0x21frame8set sprite=0x14, frame=35, gate=2, mode=0
0x004dc0f40x12write8sub display/actor field +0x20, imm=0xffd80000 (-40px)
0x004dc0fc0x21frame8set sprite=0x14, frame=34, gate=2, mode=0
0x004dc1040x12write8sub display/actor field +0x20, imm=0xfff80000 (-8px)
0x004dc10c0x21frame8set sprite=0x14, frame=42, gate=2, mode=0
0x004dc1140x12write8sub display/actor field +0x20, imm=0xfff80000 (-8px)
0x004dc11c0x21frame8set sprite=0x14, frame=42, gate=2, mode=0
0x004dc1240x12write8sub display/actor field +0x20, imm=0xfff80000 (-8px)
0x004dc12c0x21frame8set sprite=0x14, frame=41, gate=2, mode=0
0x004dc1340x21frame8set sprite=0x14, frame=40, gate=2, mode=0
0x004dc13c0x03jump8jump 0x004dc28c
0x004dc28c0x21frame8set sprite=0x14, frame=3, gate=2, mode=0
0x004dc2940xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004dc2980x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 환영각 · 0x2d
VAopkindlensummary
0x004dc2a40x21frame8set sprite=0x14, frame=20, gate=2, mode=0
0x004dc2ac0x21frame8set sprite=0x14, frame=21, gate=16, mode=0
0x004dc2b40x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004dc2b80x21frame8set sprite=0x14, frame=22, gate=2, mode=0
0x004dc2c00xbdcleanup/helper4helper-call id=70; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004dc2c40x21frame8set sprite=0x14, frame=23, gate=16, mode=0
0x004dc2cc0xc1wait8actor flag barrier mode=0, mask=0x00000002
0x004dc2d40xbdcleanup/helper4helper-call id=77; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004dc2d80xc2sound4WLK id 08 (normal id 08, alt id 08, mode=1)
0x004dc2dc0x21frame8set sprite=0x14, frame=23, gate=14, mode=0
0x004dc2e40xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004dc2ec0xadactor-flags8actor flag mode=1, mask=0x00000008
0x004dc2f40xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004dc2f80x21frame8set sprite=0x14, frame=3, gate=2, mode=0
0x004dc3000x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 맹호단공아 · 0x2e
VAopkindlensummary
0x004dc30c0x21frame8set sprite=0x14, frame=12, gate=2, mode=0
0x004dc3140xbcmovement4interpolated child motion mode=5, selector=3, stepDivisor=8: opposite target-side edge placement.
0x004dc3180x21frame8set sprite=0x14, frame=13, gate=8, mode=0
0x004dc3200xc2sound4WLK id 05 (normal id 05, alt id 14, mode=0)
0x004dc3240xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004dc32c0xadactor-flags8actor flag mode=1, mask=0x00000008
0x004dc3340xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004dc3380x12write8set display/actor field +0xa4, imm=0x00000000 (0px)
0x004dc3400xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x004dc3440x21frame8set sprite=0x14, frame=3, gate=2, mode=0
0x004dc34c0x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 도주 · 0x2f
VAopkindlensummary
0x004dc3580x21frame8set sprite=0x14, frame=43, gate=4, mode=0
0x004dc3600x21frame8set sprite=0x14, frame=44, gate=2, mode=0
0x004dc3680x12write8add display/actor field +0x1c, imm=0xfff80000 (-8px)
0x004dc3700x21frame8set sprite=0x14, frame=45, gate=2, mode=0
0x004dc3780x21frame8set sprite=0x14, frame=46, gate=2, mode=0
0x004dc3800x12write8sub display/actor field +0x1c, imm=0xfff80000 (-8px)
0x004dc3880x21frame8set sprite=0x14, frame=22, gate=2, mode=0
0x004dc3900x24effect-sound4effect/cast cue mode=0x01 WLK id 31; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x004dc3940xbdcleanup/helper4helper-call id=65; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004dc3980x21frame8set sprite=0x14, frame=23, gate=2, mode=0
0x004dc3a00xc1wait8actor flag barrier mode=0, mask=0x00000002
0x004dc3a80xbdcleanup/helper4helper-call id=17; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x004dc3ac0x21frame8set sprite=0x14, frame=23, gate=2, mode=0
0x004dc3b40xc2sound4WLK id 05 (normal id 05, alt id 14, mode=0)
0x004dc3b80xadactor-flags8actor flag mode=2, mask=0x0000000c
0x004dc3c00xadactor-flags8actor flag mode=1, mask=0x00000008
0x004dc3c80xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x004dc3cc0x21frame8set sprite=0x14, frame=3, gate=2, mode=0
0x004dc3d40x01idle-end4idle/end marker; stop static walk before self-loop
린샹 · 방어 · 0x30
VAopkindlensummary
0x004dc3e00x21frame8set sprite=0x14, frame=3, gate=8, mode=0
0x004dc3e80xadactor-flags8actor flag mode=0, mask=0x00000003
0x004dc3f00x01idle-end4idle/end marker; stop static walk before self-loop
스마슈 · 베기 · 0x01
VAopkindlensummary
0x005247900x12write8add display/actor field +0x20, imm=0xfff00000 (-16px)
0x005247980x21frame8set sprite=0x17, frame=20, gate=2, mode=0
0x005247a00x12write8sub display/actor field +0x20, imm=0xfff00000 (-16px)
0x005247a80x21frame8set sprite=0x17, frame=21, gate=2, mode=0
0x005247b00xbdcleanup/helper4helper-call id=13; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x005247b40x21frame8set sprite=0x17, frame=22, gate=2, mode=0
0x005247bc0xbdcleanup/helper4helper-call id=43; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x005247c00xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x005247c40xadactor-flags8actor flag mode=2, mask=0x0000000c
0x005247cc0xadactor-flags8actor flag mode=1, mask=0x00000008
0x005247d40xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x005247d80x21frame8set sprite=0x17, frame=2, gate=2, mode=0
0x005247e00x01idle-end4idle/end marker; stop static walk before self-loop
스마슈 · 마구베기 · 0x02
VAopkindlensummary
0x005247900x12write8add display/actor field +0x20, imm=0xfff00000 (-16px)
0x005247980x21frame8set sprite=0x17, frame=20, gate=2, mode=0
0x005247a00x12write8sub display/actor field +0x20, imm=0xfff00000 (-16px)
0x005247a80x21frame8set sprite=0x17, frame=21, gate=2, mode=0
0x005247b00xbdcleanup/helper4helper-call id=13; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x005247b40x21frame8set sprite=0x17, frame=22, gate=2, mode=0
0x005247bc0xbdcleanup/helper4helper-call id=43; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x005247c00xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x005247c40xadactor-flags8actor flag mode=2, mask=0x0000000c
0x005247cc0xadactor-flags8actor flag mode=1, mask=0x00000008
0x005247d40xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x005247d80x21frame8set sprite=0x17, frame=2, gate=2, mode=0
0x005247e00x01idle-end4idle/end marker; stop static walk before self-loop
스마슈 · 마구베기 · 0x03
VAopkindlensummary
0x005247ec0x12write8add display/actor field +0x20, imm=0xfff00000 (-16px)
0x005247f40x21frame8set sprite=0x17, frame=23, gate=2, mode=0
0x005247fc0x21frame8set sprite=0x17, frame=24, gate=6, mode=0
0x005248040x12write8sub display/actor field +0x20, imm=0xfff00000 (-16px)
0x0052480c0x21frame8set sprite=0x17, frame=25, gate=2, mode=0
0x005248140xbdcleanup/helper4helper-call id=13; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x005248180x21frame8set sprite=0x17, frame=22, gate=2, mode=0
0x005248200xbdcleanup/helper4helper-call id=45; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x005248240xc2sound4WLK id 04 (normal id 04, alt id 14, mode=0)
0x005248280xadactor-flags8actor flag mode=2, mask=0x0000000c
0x005248300xadactor-flags8actor flag mode=1, mask=0x00000008
0x005248380xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x0052483c0x21frame8set sprite=0x17, frame=22, gate=4, mode=0
0x005248440x21frame8set sprite=0x17, frame=2, gate=2, mode=0
0x0052484c0x01idle-end4idle/end marker; stop static walk before self-loop
스마슈 · 마구베기 · 0x04
VAopkindlensummary
0x005247ec0x12write8add display/actor field +0x20, imm=0xfff00000 (-16px)
0x005247f40x21frame8set sprite=0x17, frame=23, gate=2, mode=0
0x005247fc0x21frame8set sprite=0x17, frame=24, gate=6, mode=0
0x005248040x12write8sub display/actor field +0x20, imm=0xfff00000 (-16px)
0x0052480c0x21frame8set sprite=0x17, frame=25, gate=2, mode=0
0x005248140xbdcleanup/helper4helper-call id=13; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x005248180x21frame8set sprite=0x17, frame=22, gate=2, mode=0
0x005248200xbdcleanup/helper4helper-call id=45; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x005248240xc2sound4WLK id 04 (normal id 04, alt id 14, mode=0)
0x005248280xadactor-flags8actor flag mode=2, mask=0x0000000c
0x005248300xadactor-flags8actor flag mode=1, mask=0x00000008
0x005248380xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x0052483c0x21frame8set sprite=0x17, frame=22, gate=4, mode=0
0x005248440x21frame8set sprite=0x17, frame=2, gate=2, mode=0
0x0052484c0x01idle-end4idle/end marker; stop static walk before self-loop
스마슈 · 정열의 붉은마검 · 0x11
VAopkindlensummary
0x00524a6c0xbcmovement4direct placement selector=2: one target-side edge placement; side depends on actor kind.
0x00524a700x12write4set display/actor field +0x80, source +0x1c, mode=0xa0
0x00524a740x12write8add display/actor field +0x80, imm=0xfff00000 (-16px)
0x00524a7c0x12write4set display/actor field +0x84, source +0x20, mode=0xa0
0x00524a800xbcmovement4direct placement selector=3: opposite target-side edge placement.
0x00524a840x12write8add display/actor field +0x1c, imm=0xfff00000 (-16px)
0x00524a8c0x13branch8byte conditional branch take if actor.skillId != 0x10 -> 0x00524aa0
0x00524aa00x21frame8set sprite=0x17, frame=26, gate=2, mode=0
0x00524aa80x21frame8set sprite=0x17, frame=27, gate=2, mode=0
0x00524ab00x21frame8set sprite=0x17, frame=28, gate=2, mode=0
0x00524ab80x21frame8set sprite=0x17, frame=29, gate=2, mode=0
0x00524ac00x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x00524ac40x06repeat-loop8repeat-loop count=2, target=0x00524aa0; handler stores target in object +0x3c and counter in +0x60
0x00524acc0x13branch8byte conditional branch skip if actor.skillId == 0x0d -> 0x00524bac
0x00524ad40x21frame8set sprite=0x17, frame=26, gate=2, mode=0
0x00524adc0x21frame8set sprite=0x17, frame=27, gate=2, mode=0
0x00524ae40x21frame8set sprite=0x17, frame=28, gate=2, mode=0
0x00524aec0x21frame8set sprite=0x17, frame=29, gate=2, mode=0
0x00524af40x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x00524af80x06repeat-loop8repeat-loop count=2, target=0x00524ad4; handler stores target in object +0x3c and counter in +0x60
0x00524b000x13branch8byte conditional branch skip if actor.skillId == 0x0e -> 0x00524bac
0x00524b080x21frame8set sprite=0x17, frame=26, gate=2, mode=0
0x00524b100x21frame8set sprite=0x17, frame=27, gate=2, mode=0
0x00524b180x21frame8set sprite=0x17, frame=28, gate=2, mode=0
0x00524b200x21frame8set sprite=0x17, frame=29, gate=2, mode=0
0x00524b280x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x00524b2c0x06repeat-loop8repeat-loop count=2, target=0x00524b08; handler stores target in object +0x3c and counter in +0x60
0x00524b340x13branch8byte conditional branch skip if actor.skillId == 0x0f -> 0x00524bac
0x00524b3c0x21frame8set sprite=0x17, frame=26, gate=2, mode=0
0x00524b440x21frame8set sprite=0x17, frame=27, gate=2, mode=0
0x00524b4c0x21frame8set sprite=0x17, frame=28, gate=2, mode=0
0x00524b540x21frame8set sprite=0x17, frame=29, gate=2, mode=0
0x00524b5c0x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x00524b600x06repeat-loop8repeat-loop count=4, target=0x00524b3c; handler stores target in object +0x3c and counter in +0x60
0x00524b680x4bclear-display-list4clear/free display list slot=2 mask=0x0008
0x00524b6c0x12write8sub display/actor field +0x1c, imm=0xfff00000 (-16px)
0x00524b740x21frame8set sprite=0x17, frame=2, gate=2, mode=0
0x00524b7c0xbdcleanup/helper4helper-call id=17; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x00524b800xc2sound4WLK id 04 (normal id 04, alt id 14, mode=0)
0x00524b840xadactor-flags8actor flag mode=2, mask=0x0000000c
0x00524b8c0xadactor-flags8actor flag mode=1, mask=0x00000008
0x00524b940xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x00524b980x21frame8set sprite=0x17, frame=2, gate=6, mode=0
0x00524ba00xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x00524ba40x03jump8jump 0x00524be4
0x00524be40x01idle-end4idle/end marker; stop static walk before self-loop
스마슈 · 절사어면 · 0x12
VAopkindlensummary
0x00524c700x12write8add display/actor field +0x1c, imm=0xfff80000 (-8px)
0x00524c780x12write8add display/actor field +0x20, imm=0xfff00000 (-16px)
0x00524c800x21frame8set sprite=0x17, frame=23, gate=2, mode=0
0x00524c880x21frame8set sprite=0x17, frame=24, gate=6, mode=0
0x00524c900xbdcleanup/helper4helper-call id=78; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x00524c940xc2sound4WLK id 07 (normal id 07, alt id 07, mode=1)
0x00524c980x12write8sub display/actor field +0x1c, imm=0xfff80000 (-8px)
0x00524ca00x12write8sub display/actor field +0x20, imm=0xfff00000 (-16px)
0x00524ca80x21frame8set sprite=0x17, frame=25, gate=2, mode=0
0x00524cb00x21frame8set sprite=0x17, frame=22, gate=7, mode=0
0x00524cb80xadactor-flags8actor flag mode=2, mask=0x0000000c
0x00524cc00xadactor-flags8actor flag mode=1, mask=0x00000008
0x00524cc80xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x00524ccc0x21frame8set sprite=0x17, frame=2, gate=2, mode=0
0x00524cd40xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x00524cd80x01idle-end4idle/end marker; stop static walk before self-loop
스마슈 · 난도질 · 0x13
VAopkindlensummary
0x00524ce40xbcmovement4direct placement selector=4: side-fixed screen X with target-relative Y.
0x00524ce80x21frame8set sprite=0x17, frame=7, gate=4, mode=0
0x00524cf00x21frame8set sprite=0x17, frame=8, gate=6, mode=0
0x00524cf80xbcmovement4interpolated child motion mode=3, selector=2, stepDivisor=12: one target-side edge placement; side depends on actor kind.
0x00524cfc0x21frame8set sprite=0x17, frame=9, gate=6, mode=0
0x00524d040xbdcleanup/helper4helper-call id=12; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x00524d080xc2sound4WLK id 20 (normal id 20, alt id 14, mode=0)
0x00524d0c0xadactor-flags8actor flag mode=2, mask=0x0000000c
0x00524d140xadactor-flags8actor flag mode=1, mask=0x00000008
0x00524d1c0xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x00524d200x21frame8set sprite=0x17, frame=9, gate=2, mode=0
0x00524d280xbdcleanup/helper4helper-call id=12; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x00524d2c0xc2sound4WLK id 20 (normal id 20, alt id 14, mode=0)
0x00524d300xadactor-flags8actor flag mode=2, mask=0x0000000c
0x00524d380xadactor-flags8actor flag mode=1, mask=0x00000008
0x00524d400xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x00524d440x21frame8set sprite=0x17, frame=9, gate=2, mode=0
0x00524d4c0x12write8add display/actor field +0x1c, imm=0xfff00000 (-16px)
0x00524d540x21frame8set sprite=0x17, frame=12, gate=2, mode=0
0x00524d5c0xbdcleanup/helper4helper-call id=13; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x00524d600x21frame8set sprite=0x17, frame=13, gate=1, mode=0
0x00524d680xbdcleanup/helper4helper-call id=43; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x00524d6c0xc2sound4WLK id 20 (normal id 20, alt id 14, mode=0)
0x00524d700xadactor-flags8actor flag mode=2, mask=0x0000000c
0x00524d780xadactor-flags8actor flag mode=1, mask=0x00000008
0x00524d800xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x00524d840x21frame8set sprite=0x17, frame=13, gate=15, mode=0
0x00524d8c0x12write8sub display/actor field +0x1c, imm=0xfff00000 (-16px)
0x00524d940x21frame8set sprite=0x17, frame=18, gate=4, mode=0
0x00524d9c0xc2sound4WLK id 03 (normal id 03, alt id 14, mode=0)
0x00524da00xadactor-flags8actor flag mode=2, mask=0x0000000c
0x00524da80xadactor-flags8actor flag mode=1, mask=0x00000008
0x00524db00xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x00524db40x21frame8set sprite=0x17, frame=18, gate=6, mode=0
0x00524dbc0xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x00524dc00x21frame8set sprite=0x17, frame=2, gate=2, mode=0
0x00524dc80x01idle-end4idle/end marker; stop static walk before self-loop
스마슈 · 열시섬 · 0x20
VAopkindlensummary
0x005255400xbdcleanup/helper4helper-call id=83; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x005255440x24effect-sound4effect/cast cue mode=0x01 WLK id 17; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x005255480x13branch8byte conditional branch skip if actor.skillId == 0x1c -> 0x0052561c
0x005255500x21frame8set sprite=0x17, frame=21, gate=2, mode=0
0x005255580x21frame8set sprite=0x17, frame=22, gate=4, mode=0
0x005255600x13branch8byte conditional branch skip if actor.skillId == 0x1d -> 0x00525660
0x005255680x21frame8set sprite=0x17, frame=16, gate=2, mode=0
0x005255700x21frame8set sprite=0x17, frame=17, gate=4, mode=0
0x005255780x21frame8set sprite=0x17, frame=21, gate=1, mode=0
0x005255800x13branch8byte conditional branch skip if actor.skillId == 0x1e -> 0x005256a8
0x005255880x21frame8set sprite=0x17, frame=21, gate=1, mode=0
0x005255900x21frame8set sprite=0x17, frame=22, gate=4, mode=0
0x005255980x21frame8set sprite=0x17, frame=16, gate=2, mode=0
0x005255a00x21frame8set sprite=0x17, frame=17, gate=4, mode=0
0x005255a80x21frame8set sprite=0x17, frame=17, gate=2, mode=0
0x005255b00xc1wait8actor flag barrier mode=0, mask=0x00000002
0x005255b80x12write8add display/actor field +0x1c, imm=0xfff00000 (-16px)
0x005255c00x21frame8set sprite=0x17, frame=26, gate=2, mode=0
0x005255c80x21frame8set sprite=0x17, frame=27, gate=2, mode=0
0x005255d00x21frame8set sprite=0x17, frame=28, gate=2, mode=0
0x005255d80x21frame8set sprite=0x17, frame=29, gate=2, mode=0
0x005255e00x06repeat-loop8repeat-loop count=2, target=0x005255c0; handler stores target in object +0x3c and counter in +0x60
0x005255e80x12write8sub display/actor field +0x1c, imm=0xfff00000 (-16px)
0x005255f00x21frame8set sprite=0x17, frame=2, gate=2, mode=0
0x005255f80xbdcleanup/helper4helper-call id=17; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x005255fc0xc2sound4WLK id 04 (normal id 04, alt id 14, mode=0)
0x005256000xadactor-flags8actor flag mode=2, mask=0x0000000c
0x005256080xadactor-flags8actor flag mode=1, mask=0x00000008
0x005256100xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x005256140x03jump8jump 0x00525714
0x005257140x21frame8set sprite=0x17, frame=2, gate=2, mode=0
0x0052571c0x01idle-end4idle/end marker; stop static walk before self-loop
스마슈 · 냉도투무 · 0x21
VAopkindlensummary
0x005257280xbcmovement4direct placement selector=5: screen-size/display-size based fixed placement.
0x0052572c0x21frame8set sprite=0x17, frame=10, gate=2, mode=0
0x005257340x21frame8set sprite=0x17, frame=11, gate=4, mode=0
0x0052573c0xbdcleanup/helper4helper-call id=78; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x005257400x12write8add display/actor field +0x1c, imm=0xfff00000 (-16px)
0x005257480x21frame8set sprite=0x17, frame=12, gate=2, mode=0
0x005257500x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x005257540x21frame8set sprite=0x17, frame=13, gate=7, mode=0
0x0052575c0xc2sound4WLK id 04 (normal id 04, alt id 14, mode=0)
0x005257600xadactor-flags8actor flag mode=2, mask=0x0000000c
0x005257680xadactor-flags8actor flag mode=1, mask=0x00000008
0x005257700xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x005257740x12write8sub display/actor field +0x1c, imm=0xfff00000 (-16px)
0x0052577c0x21frame8set sprite=0x17, frame=2, gate=2, mode=0
0x005257840xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x005257880x01idle-end4idle/end marker; stop static walk before self-loop
스마슈 · 투신의 춤 · 0x22
VAopkindlensummary
0x005257940x12write8add display/actor field +0x1c, imm=0xfff00000 (-16px)
0x0052579c0x21frame8set sprite=0x17, frame=12, gate=2, mode=0
0x005257a40x21frame8set sprite=0x17, frame=13, gate=2, mode=0
0x005257ac0x12write8sub display/actor field +0x1c, imm=0xfff00000 (-16px)
0x005257b40x21frame8set sprite=0x17, frame=16, gate=2, mode=0
0x005257bc0x21frame8set sprite=0x17, frame=17, gate=2, mode=0
0x005257c40x12write8add display/actor field +0x1c, imm=0xfff00000 (-16px)
0x005257cc0x21frame8set sprite=0x17, frame=12, gate=2, mode=0
0x005257d40xbdcleanup/helper4helper-call id=70; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x005257d80x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x005257dc0x21frame8set sprite=0x17, frame=13, gate=6, mode=0
0x005257e40xc1wait8actor flag barrier mode=0, mask=0x00000002
0x005257ec0xbdcleanup/helper4helper-call id=77; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x005257f00xc2sound4WLK id 08 (normal id 08, alt id 08, mode=1)
0x005257f40x21frame8set sprite=0x17, frame=13, gate=14, mode=0
0x005257fc0xadactor-flags8actor flag mode=2, mask=0x0000000c
0x005258040xadactor-flags8actor flag mode=1, mask=0x00000008
0x0052580c0xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x005258100x12write8sub display/actor field +0x1c, imm=0xfff00000 (-16px)
0x005258180x21frame8set sprite=0x17, frame=2, gate=2, mode=0
0x005258200x01idle-end4idle/end marker; stop static walk before self-loop
스마슈 · 도주 · 0x23
VAopkindlensummary
0x0052582c0xbcmovement4direct placement selector=5: screen-size/display-size based fixed placement.
0x005258300x12write8add display/actor field +0x1c, imm=0xfff00000 (-16px)
0x005258380x21frame8set sprite=0x17, frame=26, gate=2, mode=0
0x005258400x21frame8set sprite=0x17, frame=27, gate=2, mode=0
0x005258480x21frame8set sprite=0x17, frame=28, gate=2, mode=0
0x005258500x21frame8set sprite=0x17, frame=29, gate=2, mode=0
0x005258580x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x0052585c0x06repeat-loop8repeat-loop count=3, target=0x00525838; handler stores target in object +0x3c and counter in +0x60
0x005258640x12write8sub display/actor field +0x1c, imm=0xfff00000 (-16px)
0x0052586c0x21frame8set sprite=0x17, frame=32, gate=2, mode=0
0x005258740xbdcleanup/helper4helper-call id=17; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x005258780xc2sound4WLK id 05 (normal id 05, alt id 14, mode=0)
0x0052587c0xadactor-flags8actor flag mode=2, mask=0x0000000c
0x005258840xadactor-flags8actor flag mode=1, mask=0x00000008
0x0052588c0xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x005258900x21frame8set sprite=0x17, frame=32, gate=6, mode=0
0x005258980x12write8add display/actor field +0x1c, imm=0xfff00000 (-16px)
0x005258a00x21frame8set sprite=0x17, frame=26, gate=2, mode=0
0x005258a80x21frame8set sprite=0x17, frame=27, gate=2, mode=0
0x005258b00x21frame8set sprite=0x17, frame=28, gate=2, mode=0
0x005258b80x21frame8set sprite=0x17, frame=29, gate=2, mode=0
0x005258c00x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x005258c40x06repeat-loop8repeat-loop count=3, target=0x005258a0; handler stores target in object +0x3c and counter in +0x60
0x005258cc0x12write8sub display/actor field +0x1c, imm=0xfff00000 (-16px)
0x005258d40x21frame8set sprite=0x17, frame=3, gate=2, mode=0
0x005258dc0xbdcleanup/helper4helper-call id=17; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x005258e00xc2sound4WLK id 05 (normal id 05, alt id 14, mode=0)
0x005258e40xadactor-flags8actor flag mode=2, mask=0x0000000c
0x005258ec0xadactor-flags8actor flag mode=1, mask=0x00000008
0x005258f40xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x005258f80x21frame8set sprite=0x17, frame=3, gate=6, mode=0
0x005259000x12write8add display/actor field +0x1c, imm=0xfff00000 (-16px)
0x005259080x21frame8set sprite=0x17, frame=26, gate=2, mode=0
0x005259100x21frame8set sprite=0x17, frame=27, gate=2, mode=0
0x005259180x21frame8set sprite=0x17, frame=28, gate=2, mode=0
0x005259200x21frame8set sprite=0x17, frame=29, gate=2, mode=0
0x005259280x24effect-sound4effect/cast cue mode=0x01 WLK id 18; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x0052592c0x06repeat-loop8repeat-loop count=3, target=0x00525908; handler stores target in object +0x3c and counter in +0x60
0x005259340x12write8sub display/actor field +0x1c, imm=0xfff00000 (-16px)
0x0052593c0x21frame8set sprite=0x17, frame=30, gate=2, mode=0
0x005259440xbdcleanup/helper4helper-call id=17; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x005259480xc2sound4WLK id 05 (normal id 05, alt id 14, mode=0)
0x0052594c0xadactor-flags8actor flag mode=2, mask=0x0000000c
0x005259540xadactor-flags8actor flag mode=1, mask=0x00000008
0x0052595c0xbfwait4display/actor busy barrier; waits for active actor/display flags to clear before advancing
0x005259600x21frame8set sprite=0x17, frame=30, gate=6, mode=0
0x005259680xbcmovement4direct placement selector=0: current battle actor base position; used as return/reset placement.
0x0052596c0x21frame8set sprite=0x17, frame=2, gate=2, mode=0
0x005259740x01idle-end4idle/end marker; stop static walk before self-loop
스마슈 · 방어 · 0x24
VAopkindlensummary
0x005259800x21frame8set sprite=0x17, frame=0, gate=8, mode=0
0x005259880xadactor-flags8actor flag mode=0, mask=0x00000003
0x005259900x01idle-end4idle/end marker; stop static walk before self-loop
스마슈 · 눈요기 · 0x25
VAopkindlensummary
0x0052599c0x24effect-sound4effect/cast cue mode=0x01 WLK id 11; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x005259a00x21frame8set sprite=0x17, frame=2, gate=8, mode=0
0x005259a80xadactor-flags8actor flag mode=0, mask=0x00000003
0x005259b00x01idle-end4idle/end marker; stop static walk before self-loop
스마슈 · 인법·몸감추기 · 0x26
VAopkindlensummary
0x005259bc0x24effect-sound4effect/cast cue mode=0x01 WLK id 22; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x005259c00x21frame8set sprite=0x17, frame=3, gate=16, mode=0
0x005259c80xadactor-flags8actor flag mode=0, mask=0x00000003
0x005259d00x01idle-end4idle/end marker; stop static walk before self-loop
스마슈 · 신격방어 · 0x27
VAopkindlensummary
0x005259dc0x21frame8set sprite=0x17, frame=6, gate=4, mode=0
0x005259e40x21frame8set sprite=0x17, frame=4, gate=4, mode=0
0x005259ec0xbdcleanup/helper4helper-call id=42; handler calls 0x00411730, which dispatches by script[1] through table 0x00454c10
0x005259f00x24effect-sound4effect/cast cue mode=0x01 WLK id 32; handler resolves through 0x0042af73 and stores handle in object +0x58/global 0x0059dd6c
0x005259f40x21frame8set sprite=0x17, frame=40, gate=4, mode=0
0x005259fc0x21frame8set sprite=0x17, frame=41, gate=4, mode=0
0x00525a040xc1wait8actor flag barrier mode=0, mask=0x00000002
0x00525a0c0xadactor-flags8actor flag mode=0, mask=0x00000001
0x00525a140x01idle-end4idle/end marker; stop static walk before self-loop

Skill Branch Scan Evidence

ownerbranch VAopskill idtarget
ataho0x004d6550<=0x0b0x004d659c
ataho0x004d6558<=0x0c0x004d6588
ataho0x004d65b8==0x0a0x004d65ec
ataho0x004d65c0==0x0d0x004d65e8
ataho0x004d65c8==0x0c0x004d65dc
ataho0x004d65f4==0x0a0x004d6604
ataho0x004d6644==0x110x004d6698
ataho0x004d664c==0x100x004d6684
ataho0x004d6654==0x0f0x004d6670
ataho0x004d66e8==0x120x004d671c
ataho0x004d66f0==0x150x004d6718
ataho0x004d66f8==0x140x004d670c
ataho0x004d675c<=0x130x004d677c
ataho0x004d6784<=0x140x004d67a4
ataho0x004d6860==0x170x004d69d8
ataho0x004d6868!=0x190x004d68f8
ataho0x004d6918==0x190x004d692c
ataho0x004d694c==0x160x004d69fc
ataho0x004d699c==0x190x004d69c4
ataho0x004d69bc==0x180x004d69fc
ataho0x004d6a2c==0x1d0x004d6a68
ataho0x004d6a34==0x1c0x004d6a5c
ataho0x004d6a3c==0x1b0x004d6a50
ataho0x004d6a7c==0x1d0x004d6ab8
ataho0x004d6a84==0x1c0x004d6aac
ataho0x004d6a8c==0x1b0x004d6aa0
ataho0x004d6b20<=0x1b0x004d6b70
ataho0x004d6b28<=0x1c0x004d6b50
ataho0x004d6c10==0x220x004d6d5c
ataho0x004d6c18==0x210x004d6d04
ataho0x004d6c20==0x200x004d6cb4
ataho0x004d6c28==0x1f0x004d6c60
ataho0x004d6e2c==0x260x004d6fa4
ataho0x004d6e34==0x250x004d6f14
ataho0x004d6e3c==0x240x004d6e94
ataho0x004d70c4==0x270x004d70f8
ataho0x004d70cc==0x2a0x004d70f4
ataho0x004d70d4==0x290x004d70e8
ataho0x004d7100==0x270x004d7110
ataho0x004d714c==0x2e0x004d7188
ataho0x004d7154==0x2d0x004d717c
ataho0x004d715c==0x2c0x004d7170
ataho0x004d71a4==0x2e0x004d7204
ataho0x004d71ac==0x2d0x004d71ec
ataho0x004d71b4==0x2c0x004d71d4
ataho0x004d72c4==0x2f0x004d7364
ataho0x004d72f4==0x300x004d7364
ataho0x004d7324==0x310x004d7364
rinshan0x004db2d8==0x0c0x004db428
rinshan0x004db2e0==0x0b0x004db390
rinshan0x004db2e8==0x0a0x004db340
rinshan0x004db5b4==0x0d0x004db68c
rinshan0x004db5f4==0x0e0x004db6d4
rinshan0x004db624==0x0f0x004db70c
rinshan0x004db794==0x110x004db7ec
rinshan0x004db7ac==0x120x004db7ec
rinshan0x004db7c4==0x130x004db7ec
rinshan0x004db84c==0x180x004db894
rinshan0x004db854==0x170x004db884
rinshan0x004db85c==0x160x004db874
rinshan0x004db8cc==0x150x004db94c
rinshan0x004db8f4==0x160x004db94c
rinshan0x004db91c==0x170x004db94c
rinshan0x004dbae4==0x1c0x004dbb20
rinshan0x004dbaec==0x1f0x004dbb14
rinshan0x004dbaf4==0x1e0x004dbb08
rinshan0x004dbb64==0x210x004dbbec
rinshan0x004dbb6c!=0x200x004dbc9c
rinshan0x004dbccc==0x220x004dbbec
rinshan0x004dbdec==0x240x004dbe30
rinshan0x004dbdf4==0x270x004dbe20
rinshan0x004dbe04==0x260x004dbe14
rinshan0x004dbe40!=0x270x004dbe4c
rinshan0x004dbe4c==0x270x004dbf00
rinshan0x004dbe54==0x260x004dbecc
rinshan0x004dbe5c==0x250x004dbe98
rinshan0x004dbfac==0x280x004dc144
rinshan0x004dc01c==0x290x004dc1d0
rinshan0x004dc038==0x2a0x004dc054
rinshan0x004dc078==0x2a0x004dc1d0
rinshan0x004dc44c==0x330x004dc474
rinshan0x004dc454==0x320x004dc468
smashu0x0052485c==0x080x0052493c
smashu0x00524864==0x070x005248e0
smashu0x0052486c==0x060x005248a4
smashu0x005249e0==0x0c0x00524a24
smashu0x005249e8==0x0b0x00524a14
smashu0x005249f0==0x0a0x00524a04
smashu0x00524a8c!=0x100x00524aa0
smashu0x00524acc==0x0d0x00524bac
smashu0x00524b00==0x0e0x00524bac
smashu0x00524b34==0x0f0x00524bac
smashu0x00525044==0x170x005250a4
smashu0x0052504c==0x160x00525088
smashu0x00525054==0x150x0052506c
smashu0x00525118==0x1b0x005251a8
smashu0x00525120==0x1a0x00525180
smashu0x00525128==0x190x00525158
smashu0x00525268==0x180x005252e0
smashu0x00525290==0x190x005252e0
smashu0x005252b8==0x1a0x005252e0
smashu0x00525548==0x1c0x0052561c
smashu0x00525560==0x1d0x00525660
smashu0x00525580==0x1e0x005256a8