AnimationVar.json キー解説 "bool"アニメーション変数管理やアニメーション変数表示ホットキーでリストに表示するBoolean型(真偽型)の変数名を配列で設定します。最初の「"$AnimationVar$PrintAll"」はコンソール一括表示用の予約コマンドなので無視して下さい。 "int"こちらも変数名の配列ですが、Integer型(整数型)の変数を設定します。 "float"こちらも変数名の配列ですが、Float型(小数型)の変数を設定します。 サンプル { "stringList" : { "bool" : [ "$AnimationVar$PrintAll", "bMotionDriven", "IsBeastRace", "IsSneaking", "IsBleedingOut", "IsCastingDual", "Is1HM", "IsCastingRight", "IsCastingLeft", "IsBlockHit", "IsPlayer", "IsNPC", "bIsSynced", "bVoiceReady", "bWantCastLeft", "bWantCastRight", "bWantCastVoice", "b1HM_MLh_attack", "b1HMCombat", "bAnimationDriven", "bCastReady", "bAllowRotation", "bMagicDraw", "bMLh_Ready", "bMRh_Ready", "bInMoveState", "bSprintOK", "bIdlePlaying", "bIsDialogueExpressive", "bAnimObjectLoaded", "bEquipUnequip", "bAttached", "bEquipOK", "bIsH2HSolo", "bHeadTracking", "bIsRiding", "bTalkable", "bRitualSpellActive", "bInJumpState", "bHeadTrackSpine", "bLeftHandAttack", "bIsInMT", "bHumanoidFootIKEnable", "bHumanoidFootIKDisable", "bStaggerPlayerOverride", "bNoStagger", "bIsStaffLeftCasting", "bPerkShieldCharge", "bPerkQuickShot", "IsAttacking", "Isblocking", "IsBashing", "IsStaggering", "IsRecoiling", "IsEquipping", "IsUnequipping" ], "int" : [ "$AnimationVar$PrintAll", "iSyncIdleLocomotion", "IsAttackReady_32", "iRightHandType", "iWantBlock", "iAnnotation", "iSyncTurnState", "i1stPerson", "iLeftHandType", "iState", "iState_NPCSprinting", "iState_NPCDefault", "iState_NPCSneaking", "iState_NPCBowDrawn", "iDualMagicState", "iState_NPCBlocking", "iState_NPCBleedout", "iBlockState", "iSyncSprintState", "iIsInSneak", "iMagicEquipped", "iEquippedItemState", "iMagicState", "iIsDialogueExpressive", "iSyncIdleState", "iState_NPC1HM", "iState_NPC2HM", "iState_NPCBow", "iState_NPCMagic", "iState_NPCMagicCasting", "iState_NPCHorse", "iState_HorseSprint", "iCharacterSelector", "iCombatStance", "iSyncTurnDirection", "iRegularAttack", "iRightHandEquipped", "iLeftHandEquipped", "iIsPlayer", "iGetUpType", "iState_NPCAttacking", "iState_NPCPowerAttacking", "iState_NPCAttacking2H", "iDrunkVariable", "iState_NPCDrunk", "iTempSwitch", "iState_NPCBowDrawnQuickShot", "iState_NPCBlockingShieldCharge", "iStep" ], "float" : [ "$AnimationVar$PrintAll", "Speed", "VelocityZ", "camerafromx", "camerafromy", "camerafromz", "FemaleOffset", "bodyMorphWeight", "IsInCastState", "IsInCastStateDamped", "blockDown", "blockLeft", "blockRight", "blockUp", "Direction", "TurnDelta", "SpeedWalk", "SpeedRun", "fSpeedMin", "fEquipWeapAdj", "fIdleTimer", "fMinSpeed", "fTwistDirection", "TurnDeltaDamped", "TurnMin", "Pitch", "PitchLook", "attackPowerStartTime", "PitchDefault", "PitchOverride", "staggerMagnitude", "recoilMagnitude", "SpeedSampled", "attackComboStartFraction", "attackIntroLength", "TimeDelta", "PitchOffset", "PitchAcc", "PitchThresh", "weapChangeStartFraction", "RotMax", "1stPRot", "1stPRotDamped", "PitchManualOverride", "SpeedAcc" ] } }