This is a MultiSkillMove with Bee and Beetle and as such, it is assumed that the attacker is either one and it also means that post-action won't consume their actor turns like normal.
Both Bee and Beetle have LockRigid(true) called on them with overrideanim and overridejump set to true
Jump sound plays
Over the course of 31.0 frames, Bee moves to Beetle + Vector3.up via a BeizierCurve3 with a ymax of 4.0. During the move, Bee animstate is set to 2 (Jump)
Camera moves slowly to look at the target enemy party member + 4.25 + its height in y and -9.5 in z
BeeFly sound plays on sounds[9] on loop
Bee position set to Beetle's - 0.1 in z
Bee and Beetle animstate set to 102
Beetle gets childed to Bee
DoCommand 1 call happens and it's set to actionroutine
Over the course of 171.0 frames, Bee moves towards the target enemy party member's world CenterPos + (0.0, 0.0 -0.1) in x and for the y, it's the same, but + 5.0 + a lerp from 0.5 to 5.0 with a factor of barfill (the z is 0.0). Essentially, Bee will move up more as barfil fills up, but will still align themselves with the target enemy party member horizontally. During the move, sounds[9] pitch is set to a lerp from 1.0 to 1.2
sounds[9] is stopped
Fall sound plays
Beetle gets childed back to the battlemap
Beetle animstate set to 119
Beetle's sprite.flipY set to true
Beetle's y spin set to 25.0 * barfill
Bee animstate set to 114
If barfill is higher than 0.5 (by then, DoCommand 1 should be done even if it wasn't confirmed finished):
FinishAction is called manualled to end DoCommand 1 if it wasn't already (but it should be by then)
Yield for 0.5 seconds
DoCommand 2 call happens
Over the course of x frames, but continued indefinetely if doingaction is still true (x is 50.0 * barfill clamped from 25.0 to 50.0):
Bee moves to 20.0 in x and up by 10.0 in y from their current position via a BeizierCurve3 with a ymax of -3.0
Beetle moves to the target enemy party member's world CenterPos + (0.0, 0.0 -0.1)
Bee is moved offscreen
If commandsuccess is true (by this point, DoCommand 2 is confirmed finished):
AtkSuccess sound plays
ShakeScreen with 0.2 ammount and 0.5 time with dontreset
HugeHit sound plays
DoDamage 1_a call happens
If the target enemy party member position is Flying with a ToppleFirstweakness, DoDamage 2 call happens
Yield until Beetle y position gets to 0.0 or lower while it decreases by 1/4 of the game's frametime every frame
DirtExplode particles plays at Beetle position
Dig sound plays at 1.2 pitch
Beetle's digging is set to true
Beetle's sprite.flipY is reset to false
Beetle's spin is zeroed out
Yield for 0.5 seconds
Otherwise (commandsuccess is false):
DoDamage 1_b call happens
Beetle animstate set to 105
Beetle's sprite.flipY is reset to false
Beetle's spin is zeroed out
Over the course of 51.0 frames, Beetle moves to its initial position before this action via a BeizierCurve3 with a ymax of 5.0
Camera is reset to default
Over the course of 46.0 frames:
Bee moves to their initial position before this action + Vector3.down
If commandsuccess is true, Beetle moves to its initial position before this action