Ugh I just made a really long post about this and the forums ate it. It was probably the best post I’ve ever made and this is a poor facsimile.
Anyway.
After looking at the data, I’m pretty sure that “etime” and “atime” are poking into the animation sequence data. The animation sequence data does contain both the evade frames and the activation timings.
“etime” looks like it basically has the time offsets for the animation sequence steps that control the end of precast/end of cast. I’m not entirely sure where this data is coming from, but the timings are matching what I’m looking at. “etime.a” appears to be the time between casting the spell and the precast being over; “etime.b” is the time between casting the spell and the spell being over.
Or, that’s what it looked like until I just now looked up Meteor Shower
Mar 07 02:27:54 sdef 5501 Bn0VAAA= at 18b1b98eb9c: Meteor Shower
Mar 07 02:27:54 —etime
Mar 07 02:27:54 --— a: 3.8100s
Mar 07 02:27:54 —-- b: 1.8000s
Mar 07 02:27:54 —atime
Mar 07 02:27:54 --— 5: 1.4000s
Mar 07 02:27:54 —-- 1: 1.4000s
Mar 07 02:27:54 —-- 4: 1.4000s
Mar 07 02:27:54 —-- 5: 1.8000s
Mar 07 02:27:54 —-- 5: 2.2000s
Mar 07 02:27:54 —-- 5: 2.6000s
Mar 07 02:27:54 —-- 5: 2.8000s
Mar 07 02:27:54 —-- 5: 3.4000s
Mar 07 02:27:54 —-- 2: 3.8010s
Mar 07 02:27:54 —-- 0: 3.8010s
Mar 07 02:27:54 —-- 3: 3.8100s
I’m actually not totally certain what etime is because that doesn’t look quite right. Or — meteor shower might be a bit of a special pickle because it’s got really wonky animation timings.
Assuming that “etime” is a subset of the animation sequence step data — the animation sequence step data contains the evade frames, but those don’t appear to be exposed by this.
Anyway, “atime” has the animation sequence’s trigger data. The “number:” prefix is the trigger id — the important ones, I think, are “0” is the trigger for “give the player back control”, and “1” is “do the skill’s effects”. Pretty sure the other ones are totally irrelevant for gameplay purposes.
tl;dr, man this would really be useful to have in the API so we didn’t have to root around all crazy-like.