i see. Japanese one are different. the altair have both english and jap, and both are exactly the same. tried it for both, haven't seen him duplicate in a while, so i guess it works. I guess that the SplitIntoTwo is where they split (obviously), and the PullUpShimeji are the one where a box / something similar pop up. the first char will pull up his/her clone from that box.
here's the japanese one (google translate):
<Class = "com.group_finity.mascot.action.Breed" "built-in" type = 1 "unplug" the behavior name =
Behavior when Y = "96" where I was born born X = "-32" born = place "is unplug">
<Animation>
<= "16" length = "0,0" moving speed = "64,128" reference coordinates = "/ shime1.png" pose image />
<= "4" length = "0,0" moving speed = "96,128" reference coordinates = "/ shime38.png" pose image />
<= "40" length = "0,0" moving speed = "96,128" reference coordinates = "/ shime39.png" pose image />
<= "40" length = "0,0" moving speed = "96,128" reference coordinates = "/ shime40.png" pose image />
<= "40" length = "0,0" moving speed = "96,128" reference coordinates = "/ shime41.png" pose image />
</ Animation>
</ Action>
<"Fixed" type = "2 unplug" the behavior name =>
<Animation>
<Moving speed = "32,128" reference coordinates = "/ shime9.png" pose image = "20, -20" = "1" / length>
<Moving speed = "32,128" reference coordinates = "/ shime9.png" pose image = "20, -10" = "1" / length>
<Moving speed = "32,128" reference coordinates = "/ shime9.png" pose image = "20 -5" = "1" / length>
</ Animation>
</ Action>
<Action name = "unplug" "composite" type =>
<1 "unplug" = reference name / operation>
<2 "unplug" = reference name / operation>
<Reference name = Activity "falling" X = initial velocity "$ {mascot.lookRight -20
20}" />
<"Bouncing" = reference name / operation>
<"Lie" reference name = action = "40" / length>
</ Action>
<Action name = "complex" type = "is Hikkonuka">
<Reference name = Activity "falling" X = initial velocity: Y = "-40" initial velocity "$ {mascot.lookRight 10 -10?}" />
<"Bouncing" = reference name / operation>
</ Action>
<Class = "com.group_finity.mascot.action.Breed" "built-in" type = "1 division name =" behavior
Behavior when Y = "0" where I was born born X = "-16" where born = "split">
<Animation>
<= "5" length = "0,0" moving speed = "64,128" reference coordinates = "/ shime42.png" pose image />
<= "2" length = "0,0" moving speed = "64,128" reference coordinates = "/ shime43.png" pose image />
<= "2" length = "0,0" moving speed = "64,128" reference coordinates = "/ shime44.png" pose image />
<= "5" length = "0,0" moving speed = "64,128" reference coordinates = "/ shime45.png" pose image />
<= "20" length = "0,0" moving speed = "64,128" reference coordinates = "/ shime46.png" pose image />
</ Animation>
</ Action>
<"Split" operation name = "complex" type =>
<"1 division name =" reference / operation>
<X = "16" "displacement" = reference name / operation>
<"Turn around" = reference name / operation>
<Reference name = Activity "split" />
</ Action>
<Action name = "split", "complex" type =>
<Reference name = Activity "falling" X = initial velocity: Y = "-5" initial velocity "$ {mascot.lookRight 10 -10?}" />
<"Bouncing" = reference name / operation>
</ Action>
</ Action list>
</ Mascot>
by the look of it, i guess it's fixed onto the position of the chars. instead of behaviour freq, it states the X & Y position. i tracked this actions by cross-checking with the images it uses. those images in there are the ones used for cloning.