DRAKHYSYS INFINITY WORKBENCH V4.8.8.17
BEHAVIOR -> DRKAG SERIES

NEW WORKFLOW

Each Monster 7000 behavior now has:
- its own PNG sequence selector
- its own editable BAM output name

Behaviors:
1. Move / Walk
2. Ready
3. Idle / Stand
4. Hit
5. Die
6. Lay Down / Sleep
7. Dead / Twitch
8. Get Up
9. Attack 1
10. Attack 2
11. Attack 3
12. Attack 4
13. Attack 5
14. Spell / Conjure
15. Cast

Default individual BAM names with prefix DRKA:
    DRKAG1.BAM
    DRKAG2.BAM
    DRKAG3.BAM
    ...
    DRKAG15.BAM

These individual behavior BAMs are exported to:
    BEHAVIOR_BAMS/

You can edit any of those names before export.

BG2 RUNTIME SAFETY

Monster 7000 with split_bams=0 still requires the engine-ready packed pair:
    DRKAG1.BAM = exactly 72 cycles
    DRKAG2.BAM = exactly 63 cycles

Therefore the same export also creates:
    RUNTIME_BAMS/DRKAG1.BAM
    RUNTIME_BAMS/DRKAG2.BAM

The runtime builder maps your selected PNG sequences to:
G1:
- Move 0-8
- Ready 9-17
- Idle 18-26
- Hit 27-35
- Die 36-44
- Dead/Twitch 45-53
- Lay Down 54-62
- Get Up 63-71

G2:
- Attack 1 0-8
- Attack 2 9-17
- Attack 3 18-26
- Attack 4 27-35
- Attack 5 36-44
- Spell 45-53
- Cast 54-62

Until unique directional art is supplied, each selected behavior succession is
reused across all 9 directional cycles. This keeps the runtime structure valid.

Frame size is automatically cropped/scaled to 512x512 or smaller.

After export, ANIMATION SLOT + CRE automatically points its BAM folder to:
    RUNTIME_BAMS/

This is the folder to use for BUILD PACKAGE or INSTALL TO GAME / OVERRIDE.

The individual BEHAVIOR_BAMS folder is your editable/reference animation library.
