Difference between revisions of "Unit Animations"
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MrGudenheim (talk | contribs) m (added sections for type3 and type4 seq) |
MrGudenheim (talk | contribs) (→Type 3: added full animation table) |
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==Type 3== | ==Type 3== | ||
*TYPE3.SEQ | *TYPE3.SEQ | ||
− | + | {| class="wikitable mw-collapsible mw-collapsed sortable" | |
− | + | |+ style="text-align:left; white-space:nowrap" | type3 Full Table | |
+ | ! File !! ID (Hex) !! Description !! Opcodes | ||
+ | |- | ||
+ | | type3 || 0x00 || Blank || LoadFrameAndWait(0x00,0x00) | ||
+ | |- | ||
+ | | type3 || 0x01 || Face Down || LoadFrameAndWait(0x03,0x00) | ||
+ | |- | ||
+ | | type3 || 0x02 || Face Front || LoadFrameAndWait(0x02,0x00) | ||
+ | |- | ||
+ | | type3 || 0x03 || Face Left || LoadFrameAndWait(0x01,0x00) | ||
+ | |- | ||
+ | | type3 || 0x04 || Face Back || LoadFrameAndWait(0x08,0x00) | ||
+ | |- | ||
+ | | type3 || 0x05 || Face Up || LoadFrameAndWait(0x07,0x00) | ||
+ | |- | ||
+ | | type3 || 0x06 || Walk Front || LoadFrameAndWait(0x0b,0x06)<br>LoadFrameAndWait(0x0a,0x08)<br>LoadFrameAndWait(0x09,0x0a)<br>LoadFrameAndWait(0x0a,0x08)<br>LoadFrameAndWait(0x0b,0x06)<br>LoadFrameAndWait(0x0c,0x08)<br>LoadFrameAndWait(0x0d,0x0a)<br>LoadFrameAndWait(0x0c,0x08)<br>IncrementLoop() | ||
+ | |- | ||
+ | | type3 || 0x07 || Walk Back || LoadFrameAndWait(0x10,0x06)<br>LoadFrameAndWait(0x0f,0x08)<br>LoadFrameAndWait(0x0e,0x0a)<br>LoadFrameAndWait(0x0f,0x08)<br>LoadFrameAndWait(0x10,0x06)<br>LoadFrameAndWait(0x11,0x08)<br>LoadFrameAndWait(0x12,0x0a)<br>LoadFrameAndWait(0x11,0x08)<br>IncrementLoop() | ||
+ | |- | ||
+ | | type3 || 0x08 || Walk Fast Front || LoadFrameAndWait(0x0b,0x02)<br>LoadFrameAndWait(0x0a,0x04)<br>LoadFrameAndWait(0x09,0x06)<br>LoadFrameAndWait(0x0a,0x04)<br>LoadFrameAndWait(0x0b,0x02)<br>LoadFrameAndWait(0x0c,0x04)<br>LoadFrameAndWait(0x0d,0x06)<br>LoadFrameAndWait(0x0c,0x04)<br>IncrementLoop() | ||
+ | |- | ||
+ | | type3 || 0x09 || Walk Fast Back || LoadFrameAndWait(0x10,0x02)<br>LoadFrameAndWait(0x0f,0x04)<br>LoadFrameAndWait(0x0e,0x06)<br>LoadFrameAndWait(0x0f,0x04)<br>LoadFrameAndWait(0x10,0x02)<br>LoadFrameAndWait(0x11,0x04)<br>LoadFrameAndWait(0x12,0x06)<br>LoadFrameAndWait(0x11,0x04)<br>IncrementLoop() | ||
+ | |- | ||
+ | | type3 || 0x0a || Walk Slow Front || LoadFrameAndWait(0x0b,0x0a)<br>LoadFrameAndWait(0x0a,0x0c)<br>LoadFrameAndWait(0x09,0x0e)<br>LoadFrameAndWait(0x0a,0x0c)<br>LoadFrameAndWait(0x0b,0x0a)<br>LoadFrameAndWait(0x0c,0x0c)<br>LoadFrameAndWait(0x0d,0x0e)<br>LoadFrameAndWait(0x0c,0x0c)<br>IncrementLoop() | ||
+ | |- | ||
+ | | type3 || 0x0b || Walk Slow Back || LoadFrameAndWait(0x10,0x0a)<br>LoadFrameAndWait(0x0f,0x0c)<br>LoadFrameAndWait(0x0e,0x0e)<br>LoadFrameAndWait(0x0f,0x0c)<br>LoadFrameAndWait(0x10,0x0a)<br>LoadFrameAndWait(0x11,0x0c)<br>LoadFrameAndWait(0x12,0x0e)<br>LoadFrameAndWait(0x11,0x0c)<br>IncrementLoop() | ||
+ | |- | ||
+ | | type3 || 0x0c || Buffer? || PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x0d || Buffer? || PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x0e || Buffer? || PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x0f || Buffer? || PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x10 || Buffer? || PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x11 || Buffer? || PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x12 || Float Stop Front || LoadFrameAndWait(0x3e,0x06)<br>MoveUp1()<br>LoadFrameAndWait(0x3e,0x08)<br>MoveUp1()<br>LoadFrameAndWait(0x3e,0x0a)<br>MoveDown1()<br>LoadFrameAndWait(0x3e,0x08)<br>MoveDown1()<br>LoadFrameAndWait(0x3e,0x06)<br>MoveUp1()<br>LoadFrameAndWait(0x3e,0x08)<br>MoveUp1()<br>LoadFrameAndWait(0x3e,0x0a)<br>MoveDown1()<br>LoadFrameAndWait(0x3e,0x08)<br>MoveDown1()<br>IncrementLoop() | ||
+ | |- | ||
+ | | type3 || 0x13 || Float Stop Back || LoadFrameAndWait(0x3f,0x06)<br>MoveUp1()<br>LoadFrameAndWait(0x3f,0x08)<br>MoveUp1()<br>LoadFrameAndWait(0x3f,0x0a)<br>MoveDown1()<br>LoadFrameAndWait(0x3f,0x08)<br>MoveDown1()<br>LoadFrameAndWait(0x3f,0x06)<br>MoveUp1()<br>LoadFrameAndWait(0x3f,0x08)<br>MoveUp1()<br>LoadFrameAndWait(0x3f,0x0a)<br>MoveDown1()<br>LoadFrameAndWait(0x3f,0x08)<br>MoveDown1()<br>IncrementLoop() | ||
+ | |- | ||
+ | | type3 || 0x14 || Float Stop Fast Front || LoadFrameAndWait(0x3e,0x02)<br>MoveUp1()<br>LoadFrameAndWait(0x3e,0x04)<br>MoveUp1()<br>LoadFrameAndWait(0x3e,0x06)<br>MoveDown1()<br>LoadFrameAndWait(0x3e,0x04)<br>MoveDown1()<br>LoadFrameAndWait(0x3e,0x02)<br>MoveUp1()<br>LoadFrameAndWait(0x3e,0x04)<br>MoveUp1()<br>LoadFrameAndWait(0x3e,0x06)<br>MoveDown1()<br>LoadFrameAndWait(0x3e,0x04)<br>MoveDown1()<br>IncrementLoop() | ||
+ | |- | ||
+ | | type3 || 0x15 || Float Stop Fast Back || LoadFrameAndWait(0x3f,0x02)<br>MoveUp1()<br>LoadFrameAndWait(0x3f,0x04)<br>MoveUp1()<br>LoadFrameAndWait(0x3f,0x06)<br>MoveDown1()<br>LoadFrameAndWait(0x3f,0x04)<br>MoveDown1()<br>LoadFrameAndWait(0x3f,0x02)<br>MoveUp1()<br>LoadFrameAndWait(0x3f,0x04)<br>MoveUp1()<br>LoadFrameAndWait(0x3f,0x06)<br>MoveDown1()<br>LoadFrameAndWait(0x3f,0x04)<br>MoveDown1()<br>IncrementLoop() | ||
+ | |- | ||
+ | | type3 || 0x16 || Float Stop Slow Front || LoadFrameAndWait(0x3e,0x0a)<br>MoveUp1()<br>LoadFrameAndWait(0x3e,0x0c)<br>MoveUp1()<br>LoadFrameAndWait(0x3e,0x0e)<br>MoveDown1()<br>LoadFrameAndWait(0x3e,0x0c)<br>MoveDown1()<br>LoadFrameAndWait(0x3e,0x0a)<br>MoveUp1()<br>LoadFrameAndWait(0x3e,0x0c)<br>MoveUp1()<br>LoadFrameAndWait(0x3e,0x0e)<br>MoveDown1()<br>LoadFrameAndWait(0x3e,0x0c)<br>MoveDown1()<br>IncrementLoop() | ||
+ | |- | ||
+ | | type3 || 0x17 || Float Stop Slow Back || LoadFrameAndWait(0x3f,0x0a)<br>MoveUp1()<br>LoadFrameAndWait(0x3f,0x0c)<br>MoveUp1()<br>LoadFrameAndWait(0x3f,0x0e)<br>MoveDown1()<br>LoadFrameAndWait(0x3f,0x0c)<br>MoveDown1()<br>LoadFrameAndWait(0x3f,0x0a)<br>MoveUp1()<br>LoadFrameAndWait(0x3f,0x0c)<br>MoveUp1()<br>LoadFrameAndWait(0x3f,0x0e)<br>MoveDown1()<br>LoadFrameAndWait(0x3f,0x0c)<br>MoveDown1()<br>IncrementLoop() | ||
+ | |- | ||
+ | | type3 || 0x18 || WalkTo Front || LoadFrameAndWait(0x0a,0x04)<br>LoadFrameAndWait(0x09,0x04)<br>LoadFrameAndWait(0x0a,0x04)<br>LoadFrameAndWait(0x0b,0x02)<br>LoadFrameAndWait(0x0c,0x04)<br>LoadFrameAndWait(0x0d,0x04)<br>LoadFrameAndWait(0x0c,0x04)<br>LoadFrameAndWait(0x0b,0x02)<br>IncrementLoop() | ||
+ | |- | ||
+ | | type3 || 0x19 || WalkToNW || LoadFrameAndWait(0x0f,0x04)<br>LoadFrameAndWait(0x0e,0x04)<br>LoadFrameAndWait(0x0f,0x04)<br>LoadFrameAndWait(0x10,0x02)<br>LoadFrameAndWait(0x11,0x04)<br>LoadFrameAndWait(0x12,0x04)<br>LoadFrameAndWait(0x11,0x04)<br>LoadFrameAndWait(0x10,0x02)<br>IncrementLoop() | ||
+ | |- | ||
+ | | type3 || 0x1a || WalkTo Fast Front || LoadFrameAndWait(0x0a,0x02)<br>LoadFrameAndWait(0x09,0x02)<br>LoadFrameAndWait(0x0a,0x02)<br>LoadFrameAndWait(0x0b,0x02)<br>LoadFrameAndWait(0x0c,0x02)<br>LoadFrameAndWait(0x0d,0x02)<br>LoadFrameAndWait(0x0c,0x02)<br>LoadFrameAndWait(0x0b,0x02)<br>IncrementLoop() | ||
+ | |- | ||
+ | | type3 || 0x1b || WalkTo Fast Back || LoadFrameAndWait(0x0f,0x02)<br>LoadFrameAndWait(0x0e,0x02)<br>LoadFrameAndWait(0x0f,0x02)<br>LoadFrameAndWait(0x10,0x02)<br>LoadFrameAndWait(0x11,0x02)<br>LoadFrameAndWait(0x12,0x02)<br>LoadFrameAndWait(0x11,0x02)<br>LoadFrameAndWait(0x10,0x02)<br>IncrementLoop() | ||
+ | |- | ||
+ | | type3 || 0x1c || WalkTo Slow Front || LoadFrameAndWait(0x0a,0x08)<br>LoadFrameAndWait(0x09,0x08)<br>LoadFrameAndWait(0x0a,0x08)<br>LoadFrameAndWait(0x0b,0x04)<br>LoadFrameAndWait(0x0c,0x08)<br>LoadFrameAndWait(0x0d,0x08)<br>LoadFrameAndWait(0x0c,0x08)<br>LoadFrameAndWait(0x0b,0x04)<br>IncrementLoop() | ||
+ | |- | ||
+ | | type3 || 0x1d || WalkTo Slow Back || LoadFrameAndWait(0x0f,0x08)<br>LoadFrameAndWait(0x0e,0x08)<br>LoadFrameAndWait(0x0f,0x08)<br>LoadFrameAndWait(0x10,0x04)<br>LoadFrameAndWait(0x11,0x08)<br>LoadFrameAndWait(0x12,0x08)<br>LoadFrameAndWait(0x11,0x08)<br>LoadFrameAndWait(0x10,0x04)<br>IncrementLoop() | ||
+ | |- | ||
+ | | type3 || 0x1e || Buffer? || PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x1f || Buffer? || PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x20 || Buffer? || PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x21 || Buffer? || PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x22 || Buffer? || PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x23 || Buffer? || PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x24 || WalkTo Front Duplicate || LoadFrameAndWait(0x0a,0x04)<br>LoadFrameAndWait(0x09,0x04)<br>LoadFrameAndWait(0x0a,0x04)<br>LoadFrameAndWait(0x0b,0x02)<br>LoadFrameAndWait(0x0c,0x04)<br>LoadFrameAndWait(0x0d,0x04)<br>LoadFrameAndWait(0x0c,0x04)<br>LoadFrameAndWait(0x0b,0x02)<br>IncrementLoop() | ||
+ | |- | ||
+ | | type3 || 0x25 || WalkToNW Duplicate || LoadFrameAndWait(0x0f,0x04)<br>LoadFrameAndWait(0x0e,0x04)<br>LoadFrameAndWait(0x0f,0x04)<br>LoadFrameAndWait(0x10,0x02)<br>LoadFrameAndWait(0x11,0x04)<br>LoadFrameAndWait(0x12,0x04)<br>LoadFrameAndWait(0x11,0x04)<br>LoadFrameAndWait(0x10,0x02)<br>IncrementLoop() | ||
+ | |- | ||
+ | | type3 || 0x26 || WalkTo Fast Front Duplicate || LoadFrameAndWait(0x0a,0x02)<br>LoadFrameAndWait(0x09,0x02)<br>LoadFrameAndWait(0x0a,0x02)<br>LoadFrameAndWait(0x0b,0x02)<br>LoadFrameAndWait(0x0c,0x02)<br>LoadFrameAndWait(0x0d,0x02)<br>LoadFrameAndWait(0x0c,0x02)<br>LoadFrameAndWait(0x0b,0x02)<br>IncrementLoop() | ||
+ | |- | ||
+ | | type3 || 0x27 || WalkTo Fast Back Duplicate || LoadFrameAndWait(0x0f,0x02)<br>LoadFrameAndWait(0x0e,0x02)<br>LoadFrameAndWait(0x0f,0x02)<br>LoadFrameAndWait(0x10,0x02)<br>LoadFrameAndWait(0x11,0x02)<br>LoadFrameAndWait(0x12,0x02)<br>LoadFrameAndWait(0x11,0x02)<br>LoadFrameAndWait(0x10,0x02)<br>IncrementLoop() | ||
+ | |- | ||
+ | | type3 || 0x28 || WalkTo Slow Front Duplicate || LoadFrameAndWait(0x0a,0x08)<br>LoadFrameAndWait(0x09,0x08)<br>LoadFrameAndWait(0x0a,0x08)<br>LoadFrameAndWait(0x0b,0x04)<br>LoadFrameAndWait(0x0c,0x08)<br>LoadFrameAndWait(0x0d,0x08)<br>LoadFrameAndWait(0x0c,0x08)<br>LoadFrameAndWait(0x0b,0x04)<br>IncrementLoop() | ||
+ | |- | ||
+ | | type3 || 0x29 || WalkTo Slow Back Duplicate || LoadFrameAndWait(0x0f,0x08)<br>LoadFrameAndWait(0x0e,0x08)<br>LoadFrameAndWait(0x0f,0x08)<br>LoadFrameAndWait(0x10,0x04)<br>LoadFrameAndWait(0x11,0x08)<br>LoadFrameAndWait(0x12,0x08)<br>LoadFrameAndWait(0x11,0x08)<br>LoadFrameAndWait(0x10,0x04)<br>IncrementLoop() | ||
+ | |- | ||
+ | | type3 || 0x2a || Spin1 || LoadFrameAndWait(0x02,0x04)<br>LoadFrameAndWait(0x01,0x04)<br>LoadFrameAndWait(0x08,0x04)<br>LoadFrameAndWait(0x07,0x04)<br>LoadFrameAndWait(0x06,0x04)<br>LoadFrameAndWait(0x05,0x04)<br>LoadFrameAndWait(0x04,0x04)<br>LoadFrameAndWait(0x03,0x04)<br>IncrementLoop() | ||
+ | |- | ||
+ | | type3 || 0x2b || Spin2 || LoadFrameAndWait(0x08,0x04)<br>LoadFrameAndWait(0x07,0x04)<br>LoadFrameAndWait(0x06,0x04)<br>LoadFrameAndWait(0x05,0x04)<br>LoadFrameAndWait(0x04,0x04)<br>LoadFrameAndWait(0x03,0x04)<br>LoadFrameAndWait(0x02,0x04)<br>LoadFrameAndWait(0x01,0x04)<br>IncrementLoop() | ||
+ | |- | ||
+ | | type3 || 0x2c || Critical Front || LoadFrameAndWait(0x15,0x00) | ||
+ | |- | ||
+ | | type3 || 0x2d || Critical Back || LoadFrameAndWait(0x16,0x00) | ||
+ | |- | ||
+ | | type3 || 0x2e || Defend Front || LoadFrameAndWait(0x19,0x00) | ||
+ | |- | ||
+ | | type3 || 0x2f || Defend Back || LoadFrameAndWait(0x1a,0x00) | ||
+ | |- | ||
+ | | type3 || 0x30 || Evade Defend Front || MoveUnitRL(0x-2)<br>LoadFrameAndWait(0x0c,0x02)<br>MoveUnitRL(0x-2)<br>LoadFrameAndWait(0x0c,0x02)<br>MoveUnitRL(0x-2)<br>LoadFrameAndWait(0x19,0x02)<br>MoveUnitRL(0x-2)<br>LoadFrameAndWait(0x19,0x10)<br>MoveUnitRL(0x02)<br>LoadFrameAndWait(0x19,0x02)<br>MoveUnitRL(0x02)<br>LoadFrameAndWait(0x19,0x02)<br>MoveUnitRL(0x02)<br>LoadFrameAndWait(0x19,0x02)<br>MoveUnitRL(0x02)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x31 || Evade Defend Back || MoveUnitRL(0x-2)<br>LoadFrameAndWait(0x11,0x02)<br>MoveUnitRL(0x-2)<br>LoadFrameAndWait(0x11,0x02)<br>MoveUnitRL(0x-2)<br>LoadFrameAndWait(0x1a,0x02)<br>MoveUnitRL(0x-2)<br>LoadFrameAndWait(0x1a,0x10)<br>MoveUnitRL(0x02)<br>LoadFrameAndWait(0x1a,0x02)<br>MoveUnitRL(0x02)<br>LoadFrameAndWait(0x1a,0x02)<br>MoveUnitRL(0x02)<br>LoadFrameAndWait(0x1a,0x02)<br>MoveUnitRL(0x02)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x32 || Taking Damage Front || MoveUp1()<br>LoadFrameAndWait(0x3c,0x02)<br>MoveDown1()<br>LoadFrameAndWait(0x3c,0x02)<br>IncrementLoop() | ||
+ | |- | ||
+ | | type3 || 0x33 || Taking Damage Back || MoveUp1()<br>LoadFrameAndWait(0x3d,0x02)<br>MoveDown1()<br>LoadFrameAndWait(0x3d,0x02)<br>IncrementLoop() | ||
+ | |- | ||
+ | | type3 || 0x34 || KnockedOut Front || LoadFrameAndWait(0x17,0x00) | ||
+ | |- | ||
+ | | type3 || 0x35 || KnockedOut Back || LoadFrameAndWait(0x18,0x00) | ||
+ | |- | ||
+ | | type3 || 0x36 || Mid Jump Front || LoadFrameAndWait(0x1c,0x00) | ||
+ | |- | ||
+ | | type3 || 0x37 || Mid Jump Back || LoadFrameAndWait(0x1e,0x00) | ||
+ | |- | ||
+ | | type3 || 0x38 || Jump Up Front || LoadFrameAndWait(0x0b,0x06)<br>LoadFrameAndWait(0x1b,0x06)<br>MoveUp2()<br>LoadFrameAndWait(0x1f,0x02)<br>MoveUnitDU(0x-4)<br>LoadFrameAndWait(0x1f,0x02)<br>MoveUnitDU(0x-6)<br>LoadFrameAndWait(0x1f,0x04)<br>MoveUp2()<br>LoadFrameAndWait(0x1f,0x06)<br>MoveDown2()<br>LoadFrameAndWait(0x1f,0x04)<br>MoveUnitDU(0x06)<br>LoadFrameAndWait(0x1f,0x02)<br>MoveUnitDU(0x04)<br>LoadFrameAndWait(0x1f,0x02)<br>MoveDown2()<br>LoadFrameAndWait(0x1b,0x04)<br>IncrementLoop() | ||
+ | |- | ||
+ | | type3 || 0x39 || Jump Up Back || LoadFrameAndWait(0x10,0x06)<br>LoadFrameAndWait(0x1d,0x06)<br>MoveUp2()<br>LoadFrameAndWait(0x21,0x02)<br>MoveUnitDU(0x-4)<br>LoadFrameAndWait(0x21,0x02)<br>MoveUnitDU(0x-6)<br>LoadFrameAndWait(0x21,0x04)<br>MoveUp2()<br>LoadFrameAndWait(0x21,0x06)<br>MoveDown2()<br>LoadFrameAndWait(0x21,0x04)<br>MoveUnitDU(0x06)<br>LoadFrameAndWait(0x21,0x02)<br>MoveUnitDU(0x04)<br>LoadFrameAndWait(0x21,0x02)<br>MoveDown2()<br>LoadFrameAndWait(0x1d,0x04)<br>IncrementLoop() | ||
+ | |- | ||
+ | | type3 || 0x3a || Jump Down Front || LoadFrameAndWait(0x0b,0x06)<br>LoadFrameAndWait(0x1b,0x06)<br>LoadFrameAndWait(0x1c,0x04)<br>MoveUp1()<br>LoadFrameAndWait(0x1c,0x04)<br>MoveUp1()<br>LoadFrameAndWait(0x1c,0x06)<br>MoveDown1()<br>LoadFrameAndWait(0x1c,0x04)<br>MoveDown1()<br>LoadFrameAndWait(0x1c,0x04)<br>LoadFrameAndWait(0x1b,0x04)<br>IncrementLoop() | ||
+ | |- | ||
+ | | type3 || 0x3b || Jump Down Back || LoadFrameAndWait(0x10,0x06)<br>LoadFrameAndWait(0x1d,0x06)<br>LoadFrameAndWait(0x1e,0x04)<br>MoveUp1()<br>LoadFrameAndWait(0x1e,0x04)<br>MoveUp1()<br>LoadFrameAndWait(0x1e,0x06)<br>MoveDown1()<br>LoadFrameAndWait(0x1e,0x04)<br>MoveDown1()<br>LoadFrameAndWait(0x1e,0x04)<br>LoadFrameAndWait(0x1d,0x04)<br>IncrementLoop() | ||
+ | |- | ||
+ | | type3 || 0x3c || High Jump Start Front || LoadFrameAndWait(0x02,0x04)<br>LoadFrameAndWait(0x13,0x04)<br>LoadFrameAndWait(0x15,0x08)<br>LoadFrameAndWait(0x13,0x02)<br>LoadFrameAndWait(0x1b,0x04)<br>MoveUp2()<br>LoadFrameAndWait(0x1f,0x00) | ||
+ | |- | ||
+ | | type3 || 0x3d || High Jump Start Back || LoadFrameAndWait(0x08,0x04)<br>LoadFrameAndWait(0x14,0x04)<br>LoadFrameAndWait(0x16,0x08)<br>LoadFrameAndWait(0x14,0x02)<br>LoadFrameAndWait(0x1d,0x04)<br>MoveUp2()<br>LoadFrameAndWait(0x21,0x00) | ||
+ | |- | ||
+ | | type3 || 0x3e || High Jump Mid Front || LoadFrameAndWait(0x1f,0x00) | ||
+ | |- | ||
+ | | type3 || 0x3f || High Jump Mid Back || LoadFrameAndWait(0x21,0x00) | ||
+ | |- | ||
+ | | type3 || 0x40 || High Jump Landing Front || LoadFrameAndWait(0x1b,0x02)<br>LoadFrameAndWait(0x15,0x0a)<br>LoadFrameAndWait(0x13,0x06)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x41 || High Jump Landing Back || LoadFrameAndWait(0x1d,0x02)<br>LoadFrameAndWait(0x16,0x0a)<br>LoadFrameAndWait(0x14,0x06)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x42 || Charging Idle? Front || LoadFrameAndWait(0x13,0x00) | ||
+ | |- | ||
+ | | type3 || 0x43 || Charging Idle? Back || LoadFrameAndWait(0x14,0x00) | ||
+ | |- | ||
+ | | type3 || 0x44 || Charging Loop? Front || LoadFrameAndWait(0x13,0x02)<br>IncrementLoop() | ||
+ | |- | ||
+ | | type3 || 0x45 || Charging Loop? Back || LoadFrameAndWait(0x14,0x02)<br>IncrementLoop() | ||
+ | |- | ||
+ | | type3 || 0x46 || Frozen Front || LoadFrameAndWait(0x0d,0x00) | ||
+ | |- | ||
+ | | type3 || 0x47 || Frozen Back || LoadFrameAndWait(0x12,0x00) | ||
+ | |- | ||
+ | | type3 || 0x48 || Sleep Front || LoadFrameAndWait(0x40,0x00) | ||
+ | |- | ||
+ | | type3 || 0x49 || Sleep Back || LoadFrameAndWait(0x41,0x00) | ||
+ | |- | ||
+ | | type3 || 0x4a || Confused Front || LoadFrameAndWait(0x0b,0x06)<br>MoveForward1()<br>LoadFrameAndWait(0x28,0x08)<br>MoveForward1()<br>LoadFrameAndWait(0x27,0x0a)<br>MoveBackward1()<br>LoadFrameAndWait(0x28,0x08)<br>MoveBackward1()<br>LoadFrameAndWait(0x0b,0x06)<br>MoveBackward1()<br>LoadFrameAndWait(0x29,0x08)<br>MoveBackward1()<br>LoadFrameAndWait(0x2a,0x0a)<br>MoveForward1()<br>LoadFrameAndWait(0x29,0x08)<br>MoveForward1()<br>IncrementLoop() | ||
+ | |- | ||
+ | | type3 || 0x4b || Confused Back || LoadFrameAndWait(0x10,0x06)<br>MoveForward1()<br>LoadFrameAndWait(0x2c,0x08)<br>MoveForward1()<br>LoadFrameAndWait(0x2b,0x0a)<br>MoveBackward1()<br>LoadFrameAndWait(0x2c,0x08)<br>MoveBackward1()<br>LoadFrameAndWait(0x10,0x06)<br>MoveBackward1()<br>LoadFrameAndWait(0x2d,0x08)<br>MoveBackward1()<br>LoadFrameAndWait(0x2e,0x0a)<br>MoveForward1()<br>LoadFrameAndWait(0x2d,0x08)<br>MoveForward1()<br>IncrementLoop() | ||
+ | |- | ||
+ | | type3 || 0x4c || Buffer? || PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x4d || Buffer? || PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x4e || Buffer? || PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x4f || Buffer? || PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x50 || Singing Front || LoadFrameAndWait(0x23,0x14)<br>LoadFrameAndWait(0x24,0x14)<br>IncrementLoop() | ||
+ | |- | ||
+ | | type3 || 0x51 || Singing Back || LoadFrameAndWait(0x25,0x14)<br>LoadFrameAndWait(0x26,0x14)<br>IncrementLoop() | ||
+ | |- | ||
+ | | type3 || 0x52 || Dancing Front || LoadFrameAndWait(0x0b,0x04)<br>LoadFrameAndWait(0x01,0x04)<br>LoadFrameAndWait(0x08,0x04)<br>LoadFrameAndWait(0x07,0x04)<br>LoadFrameAndWait(0x06,0x04)<br>LoadFrameAndWait(0x05,0x04)<br>LoadFrameAndWait(0x04,0x04)<br>LoadFrameAndWait(0x03,0x04)<br>LoadFrameAndWait(0x0b,0x04)<br>MoveForward1()<br>LoadFrameAndWait(0x2f,0x04)<br>MoveForward1()<br>LoadFrameAndWait(0x30,0x06)<br>MoveBackward1()<br>LoadFrameAndWait(0x2f,0x04)<br>MoveBackward1()<br>LoadFrameAndWait(0x0b,0x04)<br>LoadFrameAndWait(0x03,0x04)<br>LoadFrameAndWait(0x04,0x04)<br>LoadFrameAndWait(0x05,0x04)<br>LoadFrameAndWait(0x06,0x04)<br>LoadFrameAndWait(0x07,0x04)<br>LoadFrameAndWait(0x08,0x04)<br>LoadFrameAndWait(0x01,0x04)<br>LoadFrameAndWait(0x0b,0x04)<br>MoveBackward1()<br>LoadFrameAndWait(0x31,0x04)<br>MoveBackward1()<br>LoadFrameAndWait(0x32,0x06)<br>MoveForward1()<br>LoadFrameAndWait(0x31,0x04)<br>MoveForward1()<br>IncrementLoop() | ||
+ | |- | ||
+ | | type3 || 0x53 || Dancing Back || LoadFrameAndWait(0x10,0x04)<br>LoadFrameAndWait(0x07,0x04)<br>LoadFrameAndWait(0x06,0x04)<br>LoadFrameAndWait(0x05,0x04)<br>LoadFrameAndWait(0x04,0x04)<br>LoadFrameAndWait(0x03,0x04)<br>LoadFrameAndWait(0x02,0x04)<br>LoadFrameAndWait(0x01,0x04)<br>LoadFrameAndWait(0x10,0x04)<br>MoveForward1()<br>LoadFrameAndWait(0x33,0x04)<br>MoveForward1()<br>LoadFrameAndWait(0x34,0x06)<br>MoveBackward1()<br>LoadFrameAndWait(0x33,0x04)<br>MoveBackward1()<br>LoadFrameAndWait(0x10,0x04)<br>LoadFrameAndWait(0x01,0x04)<br>LoadFrameAndWait(0x02,0x04)<br>LoadFrameAndWait(0x03,0x04)<br>LoadFrameAndWait(0x04,0x04)<br>LoadFrameAndWait(0x05,0x04)<br>LoadFrameAndWait(0x06,0x04)<br>LoadFrameAndWait(0x07,0x04)<br>LoadFrameAndWait(0x10,0x04)<br>MoveBackward1()<br>LoadFrameAndWait(0x35,0x04)<br>MoveBackward1()<br>LoadFrameAndWait(0x36,0x06)<br>MoveForward1()<br>LoadFrameAndWait(0x35,0x04)<br>MoveForward1()<br>IncrementLoop() | ||
+ | |- | ||
+ | | type3 || 0x54 || Casting Start Front || LoadFrameAndWait(0x02,0x04)<br>LoadFrameAndWait(0x0b,0x04)<br>LoadFrameAndWait(0x29,0x04)<br>LoadFrameAndWait(0x2a,0x04)<br>LoadFrameAndWait(0x29,0x04)<br>LoadFrameAndWait(0x37,0x00) | ||
+ | |- | ||
+ | | type3 || 0x55 || Casting Start Back || LoadFrameAndWait(0x08,0x04)<br>LoadFrameAndWait(0x10,0x04)<br>LoadFrameAndWait(0x2d,0x04)<br>LoadFrameAndWait(0x2e,0x04)<br>LoadFrameAndWait(0x2d,0x04)<br>LoadFrameAndWait(0x3a,0x00) | ||
+ | |- | ||
+ | | type3 || 0x56 || Casting Mid Front || LoadFrameAndWait(0x39,0x08)<br>LoadFrameAndWait(0x38,0x08)<br>IncrementLoop() | ||
+ | |- | ||
+ | | type3 || 0x57 || Casting Mid Back || LoadFrameAndWait(0x3b,0x08)<br>LoadFrameAndWait(0x3b,0x08)<br>IncrementLoop() | ||
+ | |- | ||
+ | | type3 || 0x58 || Casting Execute? Front || LoadFrameAndWait(0x37,0x02)<br>LoadFrameAndWait(0x13,0x08)<br>LoadFrameAndWait(0x02,0x04)<br>MoveUp1()<br>LoadFrameAndWait(0x0b,0x02)<br>MoveUp1()<br>LoadFrameAndWait(0x1b,0x04)<br>MoveUp1()<br>LoadFrameAndWait(0x1c,0x06)<br>WeaponSheatheCheck2(0x-2)<br>MoveDown1()<br>LoadFrameAndWait(0x1c,0x04)<br>MoveDown1()<br>LoadFrameAndWait(0x1b,0x04)<br>MoveDown1()<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x59 || Casting Execute? Back || LoadFrameAndWait(0x3a,0x02)<br>LoadFrameAndWait(0x14,0x08)<br>LoadFrameAndWait(0x08,0x04)<br>MoveUp1()<br>LoadFrameAndWait(0x10,0x02)<br>MoveUp1()<br>LoadFrameAndWait(0x1d,0x04)<br>MoveUp1()<br>LoadFrameAndWait(0x1e,0x06)<br>WeaponSheatheCheck2(0x-2)<br>MoveDown1()<br>LoadFrameAndWait(0x1e,0x04)<br>MoveDown1()<br>LoadFrameAndWait(0x1d,0x04)<br>MoveDown1()<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x5a || Buffer? || PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x5b || Buffer? || PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x5c || Buffer? || PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x5d || Buffer? || PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x5e || Buffer? || PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x5f || Buffer? || PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x60 || Frozen Walk RightFoot Front || LoadFrameAndWait(0x09,0x00) | ||
+ | |- | ||
+ | | type3 || 0x61 || Frozen Walk LeftFoot Back || LoadFrameAndWait(0x0e,0x00) | ||
+ | |- | ||
+ | | type3 || 0x62 || Frozen Walk LeftFoot Front || LoadFrameAndWait(0x0d,0x00) | ||
+ | |- | ||
+ | | type3 || 0x63 || Frozen Walk RightFoot Back || LoadFrameAndWait(0x12,0x00) | ||
+ | |- | ||
+ | | type3 || 0x64 || Nulled Walk? Front || LoadFrameAndWait(0x44,0x06)<br>LoadFrameAndWait(0x43,0x08)<br>LoadFrameAndWait(0x42,0x0a)<br>LoadFrameAndWait(0x43,0x08)<br>LoadFrameAndWait(0x44,0x06)<br>LoadFrameAndWait(0x45,0x08)<br>LoadFrameAndWait(0x46,0x0a)<br>LoadFrameAndWait(0x45,0x08)<br>IncrementLoop() | ||
+ | |- | ||
+ | | type3 || 0x65 || Nulled Walk? Back || LoadFrameAndWait(0x49,0x06)<br>LoadFrameAndWait(0x48,0x08)<br>LoadFrameAndWait(0x47,0x0a)<br>LoadFrameAndWait(0x48,0x08)<br>LoadFrameAndWait(0x49,0x06)<br>LoadFrameAndWait(0x4a,0x08)<br>LoadFrameAndWait(0x4b,0x0a)<br>LoadFrameAndWait(0x4a,0x08)<br>IncrementLoop() | ||
+ | |- | ||
+ | | type3 || 0x66 || MoveFindItem Front || LoadFrameAndWait(0x0b,0x02)<br>LoadFrameAndWait(0x13,0x04)<br>LoadMFItem()<br>MFItemPosFBDU(0x02,0x00)<br>LoadFrameAndWait(0x15,0x08)<br>MFItemPosFBDU(0x02,0x-6)<br>LoadFrameAndWait(0x13,0x04)<br>MFItemPosFBDU(0x03,0x-a)<br>LoadFrameAndWait(0x0b,0x04)<br>MFItemPosFBDU(0x08,0x-10)<br>LoadFrameAndWait(0x1b,0x02)<br>MoveUp1()<br>MFItemPosFBDU(0x02,0x-20)<br>LoadFrameAndWait(0x1c,0x08)<br>WaitForInput(0x-2)<br>MoveDown1()<br>MFItemPosFBDU(0x08,0x-10)<br>LoadFrameAndWait(0x1b,0x02)<br>UnloadMFItem()<br>LoadFrameAndWait(0x0b,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x67 || MoveFindItem Back || LoadFrameAndWait(0x10,0x02)<br>LoadFrameAndWait(0x14,0x04)<br>LoadMFItem()<br>MFItemPosFBDU(0x02,0x00)<br>LoadFrameAndWait(0x16,0x08)<br>MFItemPosFBDU(0x06,0x-8)<br>LoadFrameAndWait(0x14,0x04)<br>MFItemPosFBDU(0x07,0x-c)<br>LoadFrameAndWait(0x10,0x04)<br>MFItemPosFBDU(0x08,0x-14)<br>LoadFrameAndWait(0x1d,0x02)<br>MoveUp1()<br>MFItemPosFBDU(0x04,0x-24)<br>LoadFrameAndWait(0x1e,0x08)<br>WaitForInput(0x-2)<br>MoveDown1()<br>MFItemPosFBDU(0x08,0x-14)<br>LoadFrameAndWait(0x1d,0x02)<br>UnloadMFItem()<br>LoadFrameAndWait(0x10,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x68 || DeathBounce Front || LoadFrameAndWait(0x13,0x04)<br>ffd7(0x01)<br>LoadFrameAndWait(0x40,0x02)<br>MoveUnitDU(0x-8)<br>LoadFrameAndWait(0x40,0x02)<br>MoveUnitDU(0x-4)<br>LoadFrameAndWait(0x40,0x02)<br>MoveUnitDU(0x04)<br>LoadFrameAndWait(0x17,0x02)<br>MoveUnitDU(0x06)<br>LoadFrameAndWait(0x17,0x02)<br>MoveDown2()<br>LoadFrameAndWait(0x17,0x02)<br>MoveUnitDU(0x-4)<br>LoadFrameAndWait(0x17,0x02)<br>MoveUnitDU(0x04)<br>LoadFrameAndWait(0x17,0x02)<br>MoveUp2()<br>LoadFrameAndWait(0x17,0x02)<br>MoveDown2()<br>LoadFrameAndWait(0x17,0x02)<br>MoveUp2()<br>LoadFrameAndWait(0x17,0x02)<br>MoveDown2()<br>LoadFrameAndWait(0x17,0x00) | ||
+ | |- | ||
+ | | type3 || 0x69 || DeathBounce Back || LoadFrameAndWait(0x14,0x04)<br>ffd7(0x01)<br>LoadFrameAndWait(0x41,0x02)<br>MoveUnitDU(0x-8)<br>LoadFrameAndWait(0x41,0x02)<br>MoveUnitDU(0x-4)<br>LoadFrameAndWait(0x41,0x02)<br>MoveUnitDU(0x04)<br>LoadFrameAndWait(0x18,0x02)<br>MoveUnitDU(0x06)<br>LoadFrameAndWait(0x18,0x02)<br>MoveDown2()<br>LoadFrameAndWait(0x18,0x02)<br>MoveUnitDU(0x-4)<br>LoadFrameAndWait(0x18,0x02)<br>MoveUnitDU(0x04)<br>LoadFrameAndWait(0x18,0x02)<br>MoveUp2()<br>LoadFrameAndWait(0x18,0x02)<br>MoveDown2()<br>LoadFrameAndWait(0x18,0x02)<br>MoveUp2()<br>LoadFrameAndWait(0x18,0x02)<br>MoveDown2()<br>LoadFrameAndWait(0x18,0x00) | ||
+ | |- | ||
+ | | type3 || 0x6a || Revive NonCritical Front || ffd7(0x01)<br>LoadFrameAndWait(0x40,0x10)<br>LoadFrameAndWait(0x13,0x06)<br>LoadFrameAndWait(0x0b,0x00) | ||
+ | |- | ||
+ | | type3 || 0x6b || Revive NonCritical Back || ffd7(0x01)<br>LoadFrameAndWait(0x41,0x10)<br>LoadFrameAndWait(0x14,0x06)<br>LoadFrameAndWait(0x10,0x00) | ||
+ | |- | ||
+ | | type3 || 0x6c || Revive Critical Front || ffd7(0x01)<br>LoadFrameAndWait(0x40,0x00) | ||
+ | |- | ||
+ | | type3 || 0x6d || Revive Critical Back || ffd7(0x01)<br>LoadFrameAndWait(0x41,0x00) | ||
+ | |- | ||
+ | | type3 || 0x6e || Damaged Shaking? Front || ffd7(0x01)<br>ffc2() | ||
+ | |- | ||
+ | | type3 || 0x6f || Damaged Shaking? Back || ffd7(0x01)<br>ffc2() | ||
+ | |- | ||
+ | | type3 || 0x70 || Damaged Shaking? Front || QueueDistortAnim(0x0d,0x0c)<br>LoadFrameAndWait(0x3c,0x02)<br>WaitForDistort(0x-2)<br>QueueDistortAnim(0x03,0x10)<br>LoadFrameAndWait(0x3c,0x02)<br>WaitForDistort(0x-2)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x71 || Damaged Shaking? Back || QueueDistortAnim(0x0d,0x0c)<br>LoadFrameAndWait(0x3d,0x02)<br>WaitForDistort(0x-2)<br>QueueDistortAnim(0x03,0x10)<br>LoadFrameAndWait(0x3d,0x02)<br>WaitForDistort(0x-2)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x72 || Chest/Crystal Pickup Front || LoadMFItem()<br>MoveUp1()<br>MFItemPosFBDU(0x02,0x-20)<br>LoadFrameAndWait(0x1c,0x00) | ||
+ | |- | ||
+ | | type3 || 0x73 || Chest/Crystal Pickup Back || LoadMFItem()<br>MoveUp1()<br>MFItemPosFBDU(0x04,0x-24)<br>LoadFrameAndWait(0x1e,0x00) | ||
+ | |- | ||
+ | | type3 || 0x74 || Buffer? || PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x75 || Buffer? || PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x76 || Buffer? || LoadFrameAndWait(0x00,0x00) | ||
+ | |- | ||
+ | | type3 || 0x77 || Buffer? || LoadFrameAndWait(0x00,0x00)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x78 || Teleport Front || MoveUp1()<br>LoadFrameAndWait(0x0a,0x04)<br>MoveUp1()<br>LoadFrameAndWait(0x1b,0x06)<br>QueueDistortAnim(0x0c,0x00)<br>LoadFrameAndWait(0x1c,0x02)<br>WaitForDistort(0x-2)<br>MoveDown1()<br>LoadFrameAndWait(0x1b,0x04)<br>MoveDown1()<br>LoadFrameAndWait(0x0a,0x06)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x79 || Teleport Back || MoveUp1()<br>LoadFrameAndWait(0x0f,0x04)<br>MoveUp1()<br>LoadFrameAndWait(0x1d,0x06)<br>QueueDistortAnim(0x0c,0x00)<br>LoadFrameAndWait(0x1e,0x02)<br>WaitForDistort(0x-2)<br>MoveDown1()<br>LoadFrameAndWait(0x1d,0x04)<br>MoveDown1()<br>LoadFrameAndWait(0x0f,0x06)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x7a || Unarmed High Front || MoveBackward2()<br>LoadFrameAndWait(0x55,0x04)<br>MoveForward2()<br>LoadFrameAndWait(0x56,0x08)<br>PlayAttackSound(0x00)<br>LoadFrameAndWait(0x55,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x59,0x02)<br>LoadFrameAndWait(0x5b,0x02)<br>PostGenericAttack()<br>PlayAttackSound(0x01)<br>LoadFrameAndWait(0x5c,0x0e)<br>LoadFrameAndWait(0x5c,0x02)<br>WeaponSheatheCheck2(0x-2)<br>MoveBackward1()<br>LoadFrameAndWait(0x55,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x7b || Unarmed High Back || MoveBackward2()<br>LoadFrameAndWait(0x96,0x04)<br>MoveForward2()<br>LoadFrameAndWait(0x98,0x08)<br>PlayAttackSound(0x00)<br>LoadFrameAndWait(0x96,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0xa0,0x02)<br>LoadFrameAndWait(0x99,0x02)<br>PostGenericAttack()<br>PlayAttackSound(0x01)<br>LoadFrameAndWait(0x9a,0x0e)<br>LoadFrameAndWait(0x9a,0x02)<br>WeaponSheatheCheck2(0x-2)<br>MoveBackward1()<br>LoadFrameAndWait(0x97,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x7c || Unarmed Mid Front || MoveBackward2()<br>LoadFrameAndWait(0x55,0x04)<br>MoveForward2()<br>LoadFrameAndWait(0x56,0x08)<br>PlayAttackSound(0x00)<br>MoveForward2()<br>LoadFrameAndWait(0x55,0x02)<br>LoadFrameAndWait(0x58,0x02)<br>PostGenericAttack()<br>PlayAttackSound(0x01)<br>MoveForward2()<br>LoadFrameAndWait(0x57,0x0c)<br>WeaponSheatheCheck2(0x-2)<br>LoadFrameAndWait(0x57,0x04)<br>MoveBackward1()<br>LoadFrameAndWait(0x58,0x02)<br>LoadFrameAndWait(0x55,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x7d || Unarmed Mid Back || MoveBackward2()<br>LoadFrameAndWait(0x96,0x04)<br>MoveForward2()<br>LoadFrameAndWait(0x98,0x08)<br>PlayAttackSound(0x00)<br>MoveForward2()<br>LoadFrameAndWait(0x96,0x02)<br>LoadFrameAndWait(0x9b,0x02)<br>PostGenericAttack()<br>PlayAttackSound(0x01)<br>MoveForward2()<br>LoadFrameAndWait(0x9c,0x0c)<br>WeaponSheatheCheck2(0x-2)<br>LoadFrameAndWait(0x9c,0x04)<br>MoveBackward1()<br>LoadFrameAndWait(0x9b,0x02)<br>LoadFrameAndWait(0x97,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x7e || Unarmed Low Front || MoveBackward2()<br>LoadFrameAndWait(0x55,0x04)<br>MoveForward2()<br>LoadFrameAndWait(0x56,0x08)<br>PlayAttackSound(0x00)<br>LoadFrameAndWait(0x55,0x02)<br>LoadFrameAndWait(0x5d,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x5e,0x02)<br>PostGenericAttack()<br>PlayAttackSound(0x01)<br>LoadFrameAndWait(0x5f,0x0e)<br>LoadFrameAndWait(0x5f,0x02)<br>WeaponSheatheCheck2(0x-2)<br>MoveBackward1()<br>LoadFrameAndWait(0x5d,0x02)<br>LoadFrameAndWait(0x5a,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x7f || Unarmed Low Back || MoveBackward2()<br>LoadFrameAndWait(0x96,0x04)<br>MoveForward2()<br>LoadFrameAndWait(0x98,0x08)<br>PlayAttackSound(0x00)<br>LoadFrameAndWait(0x96,0x02)<br>LoadFrameAndWait(0x9d,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x9e,0x02)<br>PostGenericAttack()<br>PlayAttackSound(0x01)<br>LoadFrameAndWait(0x9f,0x0e)<br>LoadFrameAndWait(0x9f,0x02)<br>WeaponSheatheCheck2(0x-2)<br>MoveBackward1()<br>LoadFrameAndWait(0x9d,0x02)<br>LoadFrameAndWait(0x97,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x80 || Swing High Front || SetLayerPriority(0x11)<br>QueueSpriteAnim(0x01,0x00)<br>MoveBackward2()<br>LoadFrameAndWait(0x4c,0x02)<br>LoadFrameAndWait(0x4d,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x4e,0x0a)<br>WeaponSheatheCheck1(0x-2)<br>PlayAttackSound(0x00)<br>LoadFrameAndWait(0x4d,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x4c,0x02)<br>LoadFrameAndWait(0x51,0x02)<br>PostGenericAttack()<br>PlayAttackSound(0x01)<br>LoadFrameAndWait(0x53,0x0e)<br>LoadFrameAndWait(0x53,0x02)<br>WeaponSheatheCheck2(0x-2)<br>MoveBackward1()<br>LoadFrameAndWait(0x52,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x81 || Swing High Back || SetLayerPriority(0x0b)<br>QueueSpriteAnim(0x01,0x01)<br>MoveBackward2()<br>LoadFrameAndWait(0x8c,0x02)<br>LoadFrameAndWait(0x8d,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x8e,0x0a)<br>WeaponSheatheCheck1(0x-2)<br>PlayAttackSound(0x00)<br>LoadFrameAndWait(0x8d,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x8c,0x02)<br>LoadFrameAndWait(0x94,0x02)<br>PostGenericAttack()<br>PlayAttackSound(0x01)<br>LoadFrameAndWait(0x95,0x0e)<br>LoadFrameAndWait(0x95,0x02)<br>WeaponSheatheCheck2(0x-2)<br>MoveBackward1()<br>LoadFrameAndWait(0x97,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x82 || Swing Mid Front || SetLayerPriority(0x11)<br>QueueSpriteAnim(0x01,0x02)<br>MoveBackward2()<br>LoadFrameAndWait(0x4c,0x02)<br>LoadFrameAndWait(0x4d,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x4e,0x0a)<br>WeaponSheatheCheck1(0x-2)<br>PlayAttackSound(0x00)<br>LoadFrameAndWait(0x4d,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x52,0x02)<br>LoadFrameAndWait(0x4f,0x02)<br>PostGenericAttack()<br>PlayAttackSound(0x01)<br>MoveForward2()<br>LoadFrameAndWait(0x54,0x0e)<br>LoadFrameAndWait(0x54,0x02)<br>WeaponSheatheCheck2(0x-2)<br>MoveBackward2()<br>LoadFrameAndWait(0x4f,0x02)<br>MoveBackward1()<br>LoadFrameAndWait(0x52,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x83 || Swing Mid Back || SetLayerPriority(0x0b)<br>QueueSpriteAnim(0x01,0x03)<br>MoveBackward2()<br>LoadFrameAndWait(0x8c,0x02)<br>LoadFrameAndWait(0x8d,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x8e,0x0a)<br>WeaponSheatheCheck1(0x-2)<br>PlayAttackSound(0x00)<br>LoadFrameAndWait(0x8d,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x8c,0x02)<br>LoadFrameAndWait(0x90,0x02)<br>PostGenericAttack()<br>PlayAttackSound(0x01)<br>MoveForward2()<br>LoadFrameAndWait(0x93,0x0e)<br>LoadFrameAndWait(0x93,0x02)<br>WeaponSheatheCheck2(0x-2)<br>MoveBackward2()<br>LoadFrameAndWait(0x90,0x02)<br>MoveBackward1()<br>LoadFrameAndWait(0x97,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x84 || Swing Low Front || SetLayerPriority(0x11)<br>QueueSpriteAnim(0x01,0x04)<br>MoveBackward2()<br>LoadFrameAndWait(0x4c,0x02)<br>LoadFrameAndWait(0x4d,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x4e,0x0a)<br>WeaponSheatheCheck1(0x-2)<br>PlayAttackSound(0x00)<br>LoadFrameAndWait(0x4d,0x02)<br>LoadFrameAndWait(0x51,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x4f,0x02)<br>PostGenericAttack()<br>PlayAttackSound(0x01)<br>LoadFrameAndWait(0x50,0x0e)<br>LoadFrameAndWait(0x50,0x02)<br>WeaponSheatheCheck2(0x-2)<br>MoveBackward1()<br>LoadFrameAndWait(0x4f,0x04)<br>LoadFrameAndWait(0x52,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x85 || Swing Low Back || SetLayerPriority(0x0b)<br>QueueSpriteAnim(0x01,0x05)<br>MoveBackward2()<br>LoadFrameAndWait(0x8c,0x02)<br>LoadFrameAndWait(0x8d,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x8e,0x0a)<br>WeaponSheatheCheck1(0x-2)<br>PlayAttackSound(0x00)<br>LoadFrameAndWait(0x8d,0x02)<br>LoadFrameAndWait(0x8f,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x90,0x02)<br>PostGenericAttack()<br>PlayAttackSound(0x01)<br>LoadFrameAndWait(0x91,0x0e)<br>LoadFrameAndWait(0x91,0x02)<br>WeaponSheatheCheck2(0x-2)<br>MoveBackward1()<br>LoadFrameAndWait(0x90,0x04)<br>LoadFrameAndWait(0x97,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x86 || Throw Item High Start Front || SetLayerPriority(0x11)<br>QueueSpriteAnim(0x01,0x1c)<br>MoveBackward2()<br>LoadFrameAndWait(0x4c,0x02)<br>LoadFrameAndWait(0x4d,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x4e,0x0a)<br>WeaponSheatheCheck1(0x-2)<br>PlayAttackSound(0x00)<br>LoadFrameAndWait(0x4d,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x4c,0x02)<br>LoadFrameAndWait(0x51,0x02)<br>QueueThrowAnimation(0x00,0x00)<br>LoadFrameAndWait(0x53,0x08)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x87 || Throw Item High Start Back || SetLayerPriority(0x17)<br>QueueSpriteAnim(0x01,0x1d)<br>MoveBackward2()<br>LoadFrameAndWait(0x8c,0x02)<br>LoadFrameAndWait(0x8d,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x8e,0x0a)<br>WeaponSheatheCheck1(0x-2)<br>PlayAttackSound(0x00)<br>LoadFrameAndWait(0x8d,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x8c,0x02)<br>LoadFrameAndWait(0x94,0x02)<br>QueueThrowAnimation(0x00,0x00)<br>LoadFrameAndWait(0x95,0x08)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x88 || Throw Item High Wait Front || LoadFrameAndWait(0x53,0x00) | ||
+ | |- | ||
+ | | type3 || 0x89 || Throw Item High Wait Back || LoadFrameAndWait(0x95,0x00) | ||
+ | |- | ||
+ | | type3 || 0x8a || Throw Item High Finish Front || SetLayerPriority(0x11)<br>QueueSpriteAnim(0x01,0x20)<br>PlaySound(0x19)<br>LoadFrameAndWait(0x53,0x06)<br>MoveBackward1()<br>LoadFrameAndWait(0x52,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x8b || Throw Item High Finish Back || SetLayerPriority(0x11)<br>QueueSpriteAnim(0x01,0x21)<br>PlaySound(0x19)<br>LoadFrameAndWait(0x95,0x06)<br>MoveBackward1()<br>LoadFrameAndWait(0x94,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x8c || Throw Item Mid Start Front || SetLayerPriority(0x11)<br>QueueSpriteAnim(0x01,0x22)<br>MoveBackward2()<br>LoadFrameAndWait(0x4c,0x02)<br>LoadFrameAndWait(0x4d,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x4e,0x0a)<br>WeaponSheatheCheck1(0x-2)<br>PlayAttackSound(0x00)<br>LoadFrameAndWait(0x4d,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x52,0x02)<br>LoadFrameAndWait(0x4f,0x02)<br>QueueThrowAnimation(0x00,0x00)<br>MoveForward2()<br>LoadFrameAndWait(0x54,0x08)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x8d || Throw Item Mid Start Back || SetLayerPriority(0x17)<br>QueueSpriteAnim(0x01,0x23)<br>MoveBackward2()<br>LoadFrameAndWait(0x8c,0x02)<br>LoadFrameAndWait(0x8d,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x8e,0x0a)<br>WeaponSheatheCheck1(0x-2)<br>PlayAttackSound(0x00)<br>LoadFrameAndWait(0x8d,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x8c,0x02)<br>LoadFrameAndWait(0x90,0x02)<br>QueueThrowAnimation(0x00,0x00)<br>MoveForward2()<br>LoadFrameAndWait(0x93,0x08)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x8e || Throw Item Mid Wait Front || LoadFrameAndWait(0x54,0x00) | ||
+ | |- | ||
+ | | type3 || 0x8f || Throw Item Mid Wait Back || LoadFrameAndWait(0x93,0x00) | ||
+ | |- | ||
+ | | type3 || 0x90 || Throw Item Mid Finish Front || SetLayerPriority(0x11)<br>QueueSpriteAnim(0x01,0x26)<br>PlaySound(0x19)<br>MoveForward2()<br>LoadFrameAndWait(0x54,0x06)<br>MoveBackward2()<br>LoadFrameAndWait(0x4f,0x04)<br>MoveBackward1()<br>LoadFrameAndWait(0x52,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x91 || Throw Item Mid Finish Back || SetLayerPriority(0x11)<br>QueueSpriteAnim(0x01,0x27)<br>PlaySound(0x19)<br>MoveForward2()<br>LoadFrameAndWait(0x93,0x06)<br>MoveBackward2()<br>LoadFrameAndWait(0x90,0x04)<br>MoveBackward1()<br>LoadFrameAndWait(0x97,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x92 || Throw Item Low Start Front || SetLayerPriority(0x11)<br>QueueSpriteAnim(0x01,0x28)<br>MoveBackward2()<br>LoadFrameAndWait(0x4c,0x02)<br>LoadFrameAndWait(0x4d,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x4e,0x0a)<br>WeaponSheatheCheck1(0x-2)<br>PlayAttackSound(0x00)<br>LoadFrameAndWait(0x4d,0x02)<br>LoadFrameAndWait(0x51,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x4f,0x02)<br>QueueThrowAnimation(0x00,0x00)<br>LoadFrameAndWait(0x50,0x08)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x93 || Throw Item Low Start Back || SetLayerPriority(0x0b)<br>QueueSpriteAnim(0x01,0x29)<br>MoveBackward2()<br>LoadFrameAndWait(0x8c,0x02)<br>LoadFrameAndWait(0x8d,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x8e,0x0a)<br>WeaponSheatheCheck1(0x-2)<br>PlayAttackSound(0x00)<br>LoadFrameAndWait(0x8d,0x02)<br>LoadFrameAndWait(0x8f,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x90,0x02)<br>QueueThrowAnimation(0x00,0x00)<br>LoadFrameAndWait(0x91,0x08)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x94 || Throw Item Low Wait Front || LoadFrameAndWait(0x50,0x00) | ||
+ | |- | ||
+ | | type3 || 0x95 || Throw Item Low Wait Back || LoadFrameAndWait(0x91,0x00) | ||
+ | |- | ||
+ | | type3 || 0x96 || Throw Item Low Finish Front || SetLayerPriority(0x17)<br>QueueSpriteAnim(0x01,0x2c)<br>PlaySound(0x19)<br>LoadFrameAndWait(0x50,0x06)<br>MoveBackward1()<br>LoadFrameAndWait(0x4f,0x04)<br>LoadFrameAndWait(0x52,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x97 || Throw Item Low Finish Back || SetLayerPriority(0x17)<br>QueueSpriteAnim(0x01,0x2d)<br>PlaySound(0x19)<br>LoadFrameAndWait(0x91,0x06)<br>MoveBackward1()<br>LoadFrameAndWait(0x90,0x04)<br>LoadFrameAndWait(0x97,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x98 || Throw Weapon Front || SetLayerPriority(0x11)<br>MoveBackward2()<br>LoadFrameAndWait(0x4c,0x02)<br>LoadFrameAndWait(0x4d,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x4e,0x0a)<br>WeaponSheatheCheck1(0x-2)<br>PlayAttackSound(0x00)<br>LoadFrameAndWait(0x4d,0x02)<br>QueueSpriteAnim(0x02,0x18)<br>MoveForward2()<br>LoadFrameAndWait(0x52,0x02)<br>LoadFrameAndWait(0x4f,0x02)<br>QueueThrowAnimation(0x00,0x00)<br>MoveForward2()<br>LoadFrameAndWait(0x54,0x0a)<br>MoveBackward2()<br>LoadFrameAndWait(0x4f,0x02)<br>MoveBackward1()<br>LoadFrameAndWait(0x52,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x99 || Throw Weapon Back || SetLayerPriority(0x0b)<br>MoveBackward2()<br>LoadFrameAndWait(0x8c,0x02)<br>LoadFrameAndWait(0x8d,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x8e,0x0a)<br>WeaponSheatheCheck1(0x-2)<br>PlayAttackSound(0x00)<br>LoadFrameAndWait(0x8d,0x02)<br>QueueSpriteAnim(0x02,0x19)<br>MoveForward2()<br>LoadFrameAndWait(0x8c,0x02)<br>LoadFrameAndWait(0x90,0x02)<br>QueueThrowAnimation(0x00,0x00)<br>MoveForward2()<br>LoadFrameAndWait(0x93,0x0a)<br>MoveBackward2()<br>LoadFrameAndWait(0x90,0x02)<br>MoveBackward1()<br>LoadFrameAndWait(0x97,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x9a || Poke High Front || SetLayerPriority(0x11)<br>QueueSpriteAnim(0x01,0x16)<br>MoveBackward2()<br>LoadFrameAndWait(0x64,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x65,0x04)<br>LoadFrameAndWait(0x66,0x08)<br>PlayAttackSound(0x00)<br>LoadFrameAndWait(0x61,0x02)<br>LoadFrameAndWait(0x62,0x02)<br>PostGenericAttack()<br>PlayAttackSound(0x01)<br>MoveForward2()<br>LoadFrameAndWait(0x63,0x0e)<br>LoadFrameAndWait(0x63,0x02)<br>WeaponSheatheCheck2(0x-2)<br>MoveBackward1()<br>LoadFrameAndWait(0x60,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x9b || Poke High Back || SetLayerPriority(0x0b)<br>QueueSpriteAnim(0x01,0x17)<br>MoveBackward2()<br>LoadFrameAndWait(0xa0,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0xa1,0x04)<br>LoadFrameAndWait(0xa2,0x08)<br>PlayAttackSound(0x00)<br>LoadFrameAndWait(0xa2,0x02)<br>LoadFrameAndWait(0xa4,0x02)<br>PostGenericAttack()<br>PlayAttackSound(0x01)<br>MoveForward2()<br>LoadFrameAndWait(0xa4,0x0e)<br>LoadFrameAndWait(0xa4,0x02)<br>WeaponSheatheCheck2(0x-2)<br>MoveBackward1()<br>LoadFrameAndWait(0xa7,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x9c || Poke Mid Front || SetLayerPriority(0x11)<br>QueueSpriteAnim(0x01,0x18)<br>MoveBackward2()<br>LoadFrameAndWait(0x64,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x65,0x04)<br>LoadFrameAndWait(0x66,0x08)<br>PlayAttackSound(0x00)<br>LoadFrameAndWait(0x65,0x02)<br>LoadFrameAndWait(0x64,0x02)<br>LoadFrameAndWait(0x67,0x02)<br>PostGenericAttack()<br>PlayAttackSound(0x01)<br>MoveForward2()<br>LoadFrameAndWait(0x68,0x0e)<br>LoadFrameAndWait(0x68,0x02)<br>WeaponSheatheCheck2(0x-2)<br>MoveBackward1()<br>LoadFrameAndWait(0x67,0x02)<br>LoadFrameAndWait(0x64,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x9d || Poke Mid Back || SetLayerPriority(0x0b)<br>QueueSpriteAnim(0x01,0x19)<br>MoveBackward2()<br>LoadFrameAndWait(0xa0,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0xa1,0x04)<br>LoadFrameAndWait(0xa2,0x08)<br>PlayAttackSound(0x00)<br>LoadFrameAndWait(0xa2,0x02)<br>LoadFrameAndWait(0xa0,0x02)<br>LoadFrameAndWait(0xa5,0x02)<br>PostGenericAttack()<br>PlayAttackSound(0x01)<br>MoveForward2()<br>LoadFrameAndWait(0xa6,0x0e)<br>LoadFrameAndWait(0xa6,0x02)<br>WeaponSheatheCheck2(0x-2)<br>MoveBackward1()<br>LoadFrameAndWait(0xa5,0x02)<br>LoadFrameAndWait(0xa0,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x9e || Poke Low Front || SetLayerPriority(0x11)<br>QueueSpriteAnim(0x01,0x1a)<br>MoveBackward2()<br>LoadFrameAndWait(0x64,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x65,0x04)<br>LoadFrameAndWait(0x66,0x08)<br>PlayAttackSound(0x00)<br>LoadFrameAndWait(0x64,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x67,0x02)<br>PostGenericAttack()<br>PlayAttackSound(0x01)<br>LoadFrameAndWait(0x6b,0x0e)<br>LoadFrameAndWait(0x6b,0x02)<br>WeaponSheatheCheck2(0x-2)<br>MoveBackward1()<br>LoadFrameAndWait(0x67,0x04)<br>LoadFrameAndWait(0x64,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0x9f || Poke Low Back || SetLayerPriority(0x0b)<br>QueueSpriteAnim(0x01,0x1b)<br>MoveBackward2()<br>LoadFrameAndWait(0xa0,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0xa1,0x04)<br>LoadFrameAndWait(0xa2,0x08)<br>PlayAttackSound(0x00)<br>LoadFrameAndWait(0xa7,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0xa9,0x02)<br>PostGenericAttack()<br>PlayAttackSound(0x01)<br>LoadFrameAndWait(0xaa,0x0e)<br>LoadFrameAndWait(0xaa,0x02)<br>WeaponSheatheCheck2(0x-2)<br>MoveBackward1()<br>LoadFrameAndWait(0xa9,0x04)<br>LoadFrameAndWait(0xa8,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xa0 || Gun High Front || SetLayerPriority(0x0b)<br>QueueSpriteAnim(0x01,0x06)<br>MoveBackward2()<br>LoadFrameAndWait(0x6f,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x70,0x04)<br>PlayAttackSound(0x00)<br>LoadFrameAndWait(0x71,0x0a)<br>MoveForward2()<br>LoadFrameAndWait(0x70,0x02)<br>LoadFrameAndWait(0x6f,0x04)<br>MoveForward1()<br>LoadFrameAndWait(0x72,0x04)<br>PostGenericAttack()<br>PlayAttackSound(0x01)<br>LoadFrameAndWait(0x72,0x0e)<br>LoadFrameAndWait(0x72,0x02)<br>WeaponSheatheCheck2(0x-2)<br>MoveBackward1()<br>LoadFrameAndWait(0x6f,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xa1 || Gun High Back || SetLayerPriority(0x0b)<br>QueueSpriteAnim(0x01,0x07)<br>MoveBackward2()<br>LoadFrameAndWait(0xab,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0xac,0x04)<br>PlayAttackSound(0x00)<br>LoadFrameAndWait(0xb0,0x0a)<br>MoveForward2()<br>LoadFrameAndWait(0xac,0x02)<br>LoadFrameAndWait(0xad,0x04)<br>MoveForward1()<br>LoadFrameAndWait(0xad,0x04)<br>PostGenericAttack()<br>PlayAttackSound(0x01)<br>LoadFrameAndWait(0xad,0x0e)<br>LoadFrameAndWait(0xad,0x02)<br>WeaponSheatheCheck2(0x-2)<br>MoveBackward1()<br>LoadFrameAndWait(0xab,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xa2 || Gun Mid Front || SetLayerPriority(0x11)<br>QueueSpriteAnim(0x01,0x08)<br>MoveBackward2()<br>LoadFrameAndWait(0x6f,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x70,0x04)<br>PlayAttackSound(0x00)<br>LoadFrameAndWait(0x71,0x0a)<br>MoveForward2()<br>LoadFrameAndWait(0x70,0x02)<br>LoadFrameAndWait(0x6f,0x04)<br>LoadFrameAndWait(0x6d,0x04)<br>PostGenericAttack()<br>PlayAttackSound(0x01)<br>LoadFrameAndWait(0x6d,0x0e)<br>LoadFrameAndWait(0x6d,0x02)<br>WeaponSheatheCheck2(0x-2)<br>MoveBackward1()<br>LoadFrameAndWait(0x6e,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xa3 || Gun Mid Back || SetLayerPriority(0x0b)<br>QueueSpriteAnim(0x01,0x09)<br>MoveBackward2()<br>LoadFrameAndWait(0xab,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0xac,0x04)<br>PlayAttackSound(0x00)<br>LoadFrameAndWait(0xb0,0x0a)<br>MoveForward2()<br>LoadFrameAndWait(0xac,0x02)<br>LoadFrameAndWait(0xb1,0x04)<br>LoadFrameAndWait(0xaf,0x04)<br>PostGenericAttack()<br>PlayAttackSound(0x01)<br>LoadFrameAndWait(0xaf,0x0e)<br>LoadFrameAndWait(0xaf,0x02)<br>WeaponSheatheCheck2(0x-2)<br>MoveBackward1()<br>LoadFrameAndWait(0xab,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xa4 || Gun Low Front || SetLayerPriority(0x11)<br>QueueSpriteAnim(0x01,0x0a)<br>MoveBackward2()<br>LoadFrameAndWait(0x6f,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x70,0x04)<br>PlayAttackSound(0x00)<br>LoadFrameAndWait(0x71,0x0a)<br>MoveForward2()<br>LoadFrameAndWait(0x70,0x02)<br>LoadFrameAndWait(0x6f,0x02)<br>LoadFrameAndWait(0x6d,0x02)<br>PostGenericAttack()<br>PlayAttackSound(0x01)<br>LoadFrameAndWait(0x73,0x12)<br>LoadFrameAndWait(0x73,0x02)<br>WeaponSheatheCheck2(0x-2)<br>MoveBackward1()<br>LoadFrameAndWait(0x6e,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xa5 || Gun Low Back || SetLayerPriority(0x0b)<br>QueueSpriteAnim(0x01,0x0b)<br>MoveBackward2()<br>LoadFrameAndWait(0xab,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0xac,0x04)<br>PlayAttackSound(0x00)<br>LoadFrameAndWait(0xb0,0x0a)<br>MoveForward2()<br>LoadFrameAndWait(0xb0,0x02)<br>LoadFrameAndWait(0xab,0x02)<br>LoadFrameAndWait(0xaf,0x02)<br>PostGenericAttack()<br>PlayAttackSound(0x01)<br>LoadFrameAndWait(0xb2,0x12)<br>LoadFrameAndWait(0xb2,0x02)<br>WeaponSheatheCheck2(0x-2)<br>MoveBackward1()<br>LoadFrameAndWait(0xab,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xa6 || Bow High Front || SetLayerPriority(0x11)<br>QueueSpriteAnim(0x01,0x0c)<br>PlayAttackSound(0x00)<br>MoveBackward2()<br>LoadFrameAndWait(0x75,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x76,0x04)<br>LoadFrameAndWait(0x74,0x0a)<br>MoveForward2()<br>LoadFrameAndWait(0x76,0x02)<br>LoadFrameAndWait(0x75,0x02)<br>LoadFrameAndWait(0x77,0x08)<br>PlaySound(0x59)<br>QueueThrowAnimation(0x00,0x00)<br>LoadFrameAndWait(0x78,0x12)<br>LoadFrameAndWait(0x78,0x02)<br>WeaponSheatheCheck2(0x-2)<br>MoveBackward1()<br>LoadFrameAndWait(0x75,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xa7 || Bow High Back || SetLayerPriority(0x0b)<br>QueueSpriteAnim(0x01,0x0d)<br>PlayAttackSound(0x00)<br>MoveBackward2()<br>LoadFrameAndWait(0xb3,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0xb4,0x04)<br>LoadFrameAndWait(0xb5,0x0a)<br>MoveForward2()<br>LoadFrameAndWait(0xb4,0x02)<br>LoadFrameAndWait(0xb3,0x02)<br>LoadFrameAndWait(0xb6,0x08)<br>PlaySound(0x59)<br>QueueThrowAnimation(0x00,0x00)<br>LoadFrameAndWait(0xb7,0x12)<br>LoadFrameAndWait(0xb7,0x02)<br>WeaponSheatheCheck2(0x-2)<br>MoveBackward1()<br>LoadFrameAndWait(0xb3,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xa8 || Bow Mid Front || SetLayerPriority(0x11)<br>QueueSpriteAnim(0x01,0x0e)<br>PlayAttackSound(0x00)<br>MoveBackward2()<br>LoadFrameAndWait(0x75,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x76,0x04)<br>LoadFrameAndWait(0x74,0x0a)<br>MoveForward2()<br>LoadFrameAndWait(0x76,0x02)<br>LoadFrameAndWait(0x75,0x02)<br>LoadFrameAndWait(0x79,0x08)<br>PlaySound(0x59)<br>QueueThrowAnimation(0x00,0x00)<br>LoadFrameAndWait(0x7a,0x12)<br>LoadFrameAndWait(0x7a,0x02)<br>WeaponSheatheCheck2(0x-2)<br>MoveBackward1()<br>LoadFrameAndWait(0x75,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xa9 || Bow Mid Back || SetLayerPriority(0x0b)<br>QueueSpriteAnim(0x01,0x0f)<br>PlayAttackSound(0x00)<br>MoveBackward2()<br>LoadFrameAndWait(0xb3,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0xb4,0x04)<br>LoadFrameAndWait(0xb5,0x0a)<br>MoveForward2()<br>LoadFrameAndWait(0xb4,0x02)<br>LoadFrameAndWait(0xbe,0x02)<br>LoadFrameAndWait(0xb9,0x08)<br>PlaySound(0x59)<br>QueueThrowAnimation(0x00,0x00)<br>LoadFrameAndWait(0xbb,0x12)<br>LoadFrameAndWait(0xbb,0x02)<br>WeaponSheatheCheck2(0x-2)<br>MoveBackward1()<br>LoadFrameAndWait(0xb8,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xaa || Bow Low Front || SetLayerPriority(0x11)<br>QueueSpriteAnim(0x01,0x10)<br>PlayAttackSound(0x00)<br>MoveBackward2()<br>LoadFrameAndWait(0x75,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x76,0x04)<br>LoadFrameAndWait(0x74,0x0a)<br>MoveForward2()<br>LoadFrameAndWait(0x76,0x02)<br>LoadFrameAndWait(0x75,0x02)<br>LoadFrameAndWait(0x7b,0x08)<br>PlaySound(0x59)<br>QueueThrowAnimation(0x00,0x00)<br>LoadFrameAndWait(0x7c,0x12)<br>LoadFrameAndWait(0x7c,0x02)<br>WeaponSheatheCheck2(0x-2)<br>MoveBackward1()<br>LoadFrameAndWait(0x75,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xab || Bow Low Back || SetLayerPriority(0x0b)<br>QueueSpriteAnim(0x01,0x11)<br>PlayAttackSound(0x00)<br>MoveBackward2()<br>LoadFrameAndWait(0xb3,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0xb4,0x04)<br>LoadFrameAndWait(0xb5,0x0a)<br>MoveForward2()<br>LoadFrameAndWait(0xb4,0x02)<br>LoadFrameAndWait(0xb8,0x02)<br>LoadFrameAndWait(0xbc,0x08)<br>PlaySound(0x59)<br>QueueThrowAnimation(0x00,0x00)<br>LoadFrameAndWait(0xbd,0x12)<br>LoadFrameAndWait(0xbd,0x02)<br>WeaponSheatheCheck2(0x-2)<br>MoveBackward1()<br>LoadFrameAndWait(0xba,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xac || Book Front || SetLayerPriority(0x12)<br>QueueSpriteAnim(0x01,0x14)<br>PlaySound(0x2d)<br>MoveBackward1()<br>LoadFrameAndWait(0x7d,0x04)<br>LoadFrameAndWait(0x7e,0x04)<br>LoadFrameAndWait(0x7d,0x02)<br>LoadFrameAndWait(0x80,0x02)<br>LoadFrameAndWait(0x81,0x08)<br>LoadFrameAndWait(0x82,0x08)<br>LoadFrameAndWait(0x81,0x08)<br>LoadFrameAndWait(0x82,0x08)<br>LoadFrameAndWait(0x81,0x08)<br>LoadFrameAndWait(0x82,0x08)<br>LoadFrameAndWait(0x81,0x08)<br>LoadFrameAndWait(0x82,0x08)<br>LoadFrameAndWait(0x81,0x08)<br>LoadFrameAndWait(0x82,0x08)<br>PostGenericAttack()<br>PlayAttackSound(0x01)<br>LoadFrameAndWait(0x81,0x0e)<br>LoadFrameAndWait(0x81,0x02)<br>WeaponSheatheCheck2(0x-2)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xad || Book Back || SetLayerPriority(0x0b)<br>QueueSpriteAnim(0x01,0x15)<br>PlaySound(0x2d)<br>MoveBackward1()<br>LoadFrameAndWait(0xc3,0x04)<br>LoadFrameAndWait(0xc1,0x04)<br>LoadFrameAndWait(0xc1,0x02)<br>LoadFrameAndWait(0xc2,0x02)<br>LoadFrameAndWait(0xc3,0x08)<br>LoadFrameAndWait(0xc3,0x08)<br>LoadFrameAndWait(0xc3,0x08)<br>LoadFrameAndWait(0xc3,0x08)<br>LoadFrameAndWait(0xc3,0x08)<br>LoadFrameAndWait(0xc3,0x08)<br>LoadFrameAndWait(0xc3,0x08)<br>LoadFrameAndWait(0xc3,0x08)<br>LoadFrameAndWait(0xc3,0x08)<br>LoadFrameAndWait(0xc3,0x08)<br>PostGenericAttack()<br>PlayAttackSound(0x01)<br>LoadFrameAndWait(0xc3,0x0e)<br>LoadFrameAndWait(0xc3,0x02)<br>WeaponSheatheCheck2(0x-2)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xae || Instrument Front || SetLayerPriority(0x11)<br>QueueSpriteAnim(0x01,0x12)<br>PlaySound(0x9d)<br>LoadFrameAndWait(0x74,0x0c)<br>LoadFrameAndWait(0x76,0x08)<br>LoadFrameAndWait(0x6f,0x08)<br>LoadFrameAndWait(0x7a,0x0c)<br>LoadFrameAndWait(0x6f,0x08)<br>LoadFrameAndWait(0x76,0x08)<br>LoadFrameAndWait(0x74,0x0c)<br>LoadFrameAndWait(0x76,0x08)<br>LoadFrameAndWait(0x6f,0x08)<br>LoadFrameAndWait(0x7a,0x0c)<br>LoadFrameAndWait(0x6f,0x08)<br>PostGenericAttack()<br>PlayAttackSound(0x01)<br>LoadFrameAndWait(0x76,0x0e)<br>LoadFrameAndWait(0x76,0x02)<br>WeaponSheatheCheck2(0x-2)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xaf || Instrument Back || SetLayerPriority(0x0b)<br>QueueSpriteAnim(0x01,0x13)<br>PlaySound(0x9d)<br>LoadFrameAndWait(0xb5,0x0c)<br>LoadFrameAndWait(0xac,0x08)<br>LoadFrameAndWait(0xab,0x08)<br>LoadFrameAndWait(0xbe,0x0c)<br>LoadFrameAndWait(0xab,0x08)<br>LoadFrameAndWait(0xac,0x08)<br>LoadFrameAndWait(0xb5,0x0c)<br>LoadFrameAndWait(0xac,0x08)<br>LoadFrameAndWait(0xab,0x08)<br>LoadFrameAndWait(0xbe,0x0c)<br>LoadFrameAndWait(0xab,0x08)<br>PostGenericAttack()<br>PlayAttackSound(0x01)<br>LoadFrameAndWait(0xac,0x0e)<br>LoadFrameAndWait(0xac,0x02)<br>WeaponSheatheCheck2(0x-2)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xb0 || Shield Block High Front || SetLayerPriority(0x12)<br>QueueSpriteAnim(0x01,0x2e)<br>LoadFrameAndWait(0x89,0x10)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xb1 || Shield Block High Back || SetLayerPriority(0x0b)<br>QueueSpriteAnim(0x01,0x2f)<br>LoadFrameAndWait(0xc4,0x10)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xb2 || Shield Block Mid Front || SetLayerPriority(0x12)<br>QueueSpriteAnim(0x01,0x30)<br>LoadFrameAndWait(0x8a,0x10)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xb3 || Shield Block Mid Back || SetLayerPriority(0x0b)<br>QueueSpriteAnim(0x01,0x31)<br>LoadFrameAndWait(0xc5,0x10)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xb4 || Shield Block Low Front || SetLayerPriority(0x12)<br>QueueSpriteAnim(0x01,0x32)<br>LoadFrameAndWait(0x8b,0x10)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xb5 || Shield Block Low Back || SetLayerPriority(0x0b)<br>QueueSpriteAnim(0x01,0x33)<br>LoadFrameAndWait(0xc6,0x10)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xb6 || Swing Shield Recoil High Front || SetLayerPriority(0x11)<br>QueueSpriteAnim(0x01,0x34)<br>PlayAttackSound(0x01)<br>LoadFrameAndWait(0x4c,0x02)<br>MoveBackward2()<br>LoadFrameAndWait(0x4c,0x04)<br>MoveBackward2()<br>LoadFrameAndWait(0x4d,0x04)<br>LoadFrameAndWait(0x4e,0x08)<br>MoveForward2()<br>LoadFrameAndWait(0x4e,0x0a)<br>MoveForward2()<br>LoadFrameAndWait(0x4d,0x06)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xb7 || Swing Shield Recoil High Back || SetLayerPriority(0x0b)<br>QueueSpriteAnim(0x01,0x35)<br>PlayAttackSound(0x01)<br>LoadFrameAndWait(0x8c,0x02)<br>MoveBackward2()<br>LoadFrameAndWait(0x8c,0x04)<br>MoveBackward2()<br>LoadFrameAndWait(0x8d,0x04)<br>LoadFrameAndWait(0x8e,0x08)<br>MoveForward2()<br>LoadFrameAndWait(0x8e,0x0a)<br>MoveForward2()<br>LoadFrameAndWait(0x8d,0x06)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xb8 || Swing Shield Recoil Mid Front || SetLayerPriority(0x11)<br>QueueSpriteAnim(0x01,0x36)<br>PlayAttackSound(0x01)<br>LoadFrameAndWait(0x52,0x02)<br>MoveBackward2()<br>LoadFrameAndWait(0x4c,0x04)<br>MoveBackward2()<br>LoadFrameAndWait(0x4d,0x04)<br>LoadFrameAndWait(0x4e,0x08)<br>MoveForward2()<br>LoadFrameAndWait(0x4e,0x0a)<br>MoveForward2()<br>LoadFrameAndWait(0x4d,0x06)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xb9 || Swing Shield Recoil Mid Back || SetLayerPriority(0x0b)<br>QueueSpriteAnim(0x01,0x37)<br>PlayAttackSound(0x01)<br>LoadFrameAndWait(0x8f,0x02)<br>MoveBackward2()<br>LoadFrameAndWait(0x8c,0x04)<br>MoveBackward2()<br>LoadFrameAndWait(0x8d,0x04)<br>LoadFrameAndWait(0x8e,0x08)<br>MoveForward2()<br>LoadFrameAndWait(0x8e,0x0a)<br>MoveForward2()<br>LoadFrameAndWait(0x8d,0x06)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xba || Swing Shield Recoil Low Front || SetLayerPriority(0x11)<br>QueueSpriteAnim(0x01,0x38)<br>PlayAttackSound(0x01)<br>LoadFrameAndWait(0x4f,0x02)<br>LoadFrameAndWait(0x52,0x02)<br>LoadFrameAndWait(0x4c,0x02)<br>MoveBackward2()<br>LoadFrameAndWait(0x4c,0x04)<br>MoveBackward2()<br>LoadFrameAndWait(0x4d,0x04)<br>LoadFrameAndWait(0x4e,0x08)<br>MoveForward2()<br>LoadFrameAndWait(0x4e,0x0a)<br>MoveForward2()<br>LoadFrameAndWait(0x4d,0x06)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xbb || Swing Shield Recoil Low Back || SetLayerPriority(0x0b)<br>QueueSpriteAnim(0x01,0x39)<br>PlayAttackSound(0x01)<br>LoadFrameAndWait(0x93,0x02)<br>LoadFrameAndWait(0x8f,0x02)<br>LoadFrameAndWait(0x8c,0x02)<br>MoveBackward2()<br>LoadFrameAndWait(0x8c,0x04)<br>MoveBackward2()<br>LoadFrameAndWait(0x8d,0x04)<br>LoadFrameAndWait(0x8e,0x08)<br>MoveForward2()<br>LoadFrameAndWait(0x8e,0x0a)<br>MoveForward2()<br>LoadFrameAndWait(0x8d,0x06)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xbc || Punch Shield Recoil High Front || PlayAttackSound(0x01)<br>LoadFrameAndWait(0x5a,0x02)<br>LoadFrameAndWait(0x55,0x04)<br>MoveBackward2()<br>LoadFrameAndWait(0x55,0x04)<br>MoveBackward2()<br>LoadFrameAndWait(0x56,0x08)<br>MoveForward2()<br>LoadFrameAndWait(0x56,0x0a)<br>MoveForward2()<br>LoadFrameAndWait(0x55,0x06)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xbd || Punch Shield Recoil High Back || PlayAttackSound(0x01)<br>LoadFrameAndWait(0x99,0x02)<br>LoadFrameAndWait(0x96,0x04)<br>MoveBackward2()<br>LoadFrameAndWait(0x97,0x04)<br>MoveBackward2()<br>LoadFrameAndWait(0x97,0x08)<br>MoveForward2()<br>LoadFrameAndWait(0x97,0x0a)<br>MoveForward2()<br>LoadFrameAndWait(0x96,0x06)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xbe || Punch Shield Recoil Mid Front || PlayAttackSound(0x01)<br>LoadFrameAndWait(0x58,0x02)<br>LoadFrameAndWait(0x59,0x04)<br>MoveBackward2()<br>LoadFrameAndWait(0x55,0x04)<br>MoveBackward2()<br>LoadFrameAndWait(0x56,0x08)<br>MoveForward2()<br>LoadFrameAndWait(0x56,0x0a)<br>MoveForward2()<br>LoadFrameAndWait(0x55,0x06)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xbf || Punch Shield Recoil Mid Back || PlayAttackSound(0x01)<br>LoadFrameAndWait(0x9b,0x02)<br>LoadFrameAndWait(0x96,0x04)<br>MoveBackward2()<br>LoadFrameAndWait(0x97,0x04)<br>MoveBackward2()<br>LoadFrameAndWait(0x97,0x08)<br>MoveForward2()<br>LoadFrameAndWait(0x97,0x0a)<br>MoveForward2()<br>LoadFrameAndWait(0x96,0x06)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xc0 || Punch Shield Recoil Low Front || PlayAttackSound(0x01)<br>LoadFrameAndWait(0x5e,0x02)<br>LoadFrameAndWait(0x5d,0x02)<br>LoadFrameAndWait(0x59,0x02)<br>LoadFrameAndWait(0x59,0x04)<br>MoveBackward2()<br>LoadFrameAndWait(0x55,0x04)<br>MoveBackward2()<br>LoadFrameAndWait(0x56,0x08)<br>MoveForward2()<br>LoadFrameAndWait(0x56,0x0a)<br>MoveForward2()<br>LoadFrameAndWait(0x55,0x06)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xc1 || Punch Shield Recoil Low Back || PlayAttackSound(0x01)<br>LoadFrameAndWait(0x9f,0x02)<br>LoadFrameAndWait(0x9e,0x02)<br>LoadFrameAndWait(0x9d,0x02)<br>LoadFrameAndWait(0x96,0x04)<br>MoveBackward2()<br>LoadFrameAndWait(0x97,0x04)<br>MoveBackward2()<br>LoadFrameAndWait(0x97,0x08)<br>MoveForward2()<br>LoadFrameAndWait(0x97,0x0a)<br>MoveForward2()<br>LoadFrameAndWait(0x96,0x06)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xc2 || Thrust Shield Recoil High Front || SetLayerPriority(0x11)<br>QueueSpriteAnim(0x01,0x3a)<br>PlayAttackSound(0x01)<br>MoveForward2()<br>LoadFrameAndWait(0x60,0x02)<br>LoadFrameAndWait(0x61,0x04)<br>MoveBackward2()<br>LoadFrameAndWait(0x61,0x04)<br>MoveBackward2()<br>LoadFrameAndWait(0x66,0x08)<br>MoveForward2()<br>LoadFrameAndWait(0x61,0x0a)<br>LoadFrameAndWait(0x60,0x06)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xc3 || Thrust Shield Recoil High Back || SetLayerPriority(0x0b)<br>QueueSpriteAnim(0x01,0x3b)<br>PlayAttackSound(0x01)<br>MoveForward2()<br>LoadFrameAndWait(0xa0,0x02)<br>LoadFrameAndWait(0xa1,0x04)<br>MoveBackward2()<br>LoadFrameAndWait(0xa1,0x04)<br>MoveBackward2()<br>LoadFrameAndWait(0xa2,0x08)<br>MoveForward2()<br>LoadFrameAndWait(0xa1,0x0a)<br>LoadFrameAndWait(0xa0,0x06)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xc4 || Thrust Shield Recoil Mid Front || SetLayerPriority(0x11)<br>QueueSpriteAnim(0x01,0x3c)<br>PlayAttackSound(0x01)<br>MoveForward2()<br>LoadFrameAndWait(0x60,0x02)<br>LoadFrameAndWait(0x61,0x04)<br>MoveBackward2()<br>LoadFrameAndWait(0x61,0x04)<br>MoveBackward2()<br>LoadFrameAndWait(0x66,0x08)<br>MoveForward2()<br>LoadFrameAndWait(0x61,0x0a)<br>LoadFrameAndWait(0x60,0x06)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xc5 || Thrust Shield Recoil Mid Back || SetLayerPriority(0x0b)<br>QueueSpriteAnim(0x01,0x3d)<br>PlayAttackSound(0x01)<br>MoveForward2()<br>LoadFrameAndWait(0xa0,0x02)<br>LoadFrameAndWait(0xa1,0x04)<br>MoveBackward2()<br>LoadFrameAndWait(0xa1,0x04)<br>MoveBackward2()<br>LoadFrameAndWait(0xa2,0x08)<br>MoveForward2()<br>LoadFrameAndWait(0xa1,0x0a)<br>LoadFrameAndWait(0xa0,0x06)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xc6 || Thrust Shield Recoil Low Front || SetLayerPriority(0x11)<br>QueueSpriteAnim(0x01,0x3e)<br>PlayAttackSound(0x01)<br>MoveForward2()<br>LoadFrameAndWait(0x67,0x02)<br>LoadFrameAndWait(0x60,0x02)<br>LoadFrameAndWait(0x61,0x04)<br>MoveBackward2()<br>LoadFrameAndWait(0x61,0x04)<br>MoveBackward2()<br>LoadFrameAndWait(0x66,0x08)<br>MoveForward2()<br>LoadFrameAndWait(0x61,0x0a)<br>LoadFrameAndWait(0x60,0x06)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xc7 || Thrust Shield Recoil Low Back || SetLayerPriority(0x0b)<br>QueueSpriteAnim(0x01,0x3f)<br>PlayAttackSound(0x01)<br>MoveForward2()<br>LoadFrameAndWait(0xa9,0x02)<br>LoadFrameAndWait(0xa0,0x02)<br>LoadFrameAndWait(0xa1,0x04)<br>MoveBackward2()<br>LoadFrameAndWait(0xa1,0x04)<br>MoveBackward2()<br>LoadFrameAndWait(0xa2,0x08)<br>MoveForward2()<br>LoadFrameAndWait(0xa1,0x0a)<br>LoadFrameAndWait(0xa0,0x06)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xc8 || Flip Switch Front || MoveDown1()<br>LoadFrameAndWait(0x59,0x08)<br>WeaponSheatheCheck1(0x-2)<br>LoadFrameAndWait(0x58,0x08)<br>LoadFrameAndWait(0x57,0x0c)<br>WeaponSheatheCheck2(0x-2)<br>LoadFrameAndWait(0x57,0x02)<br>LoadFrameAndWait(0x58,0x08)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xc9 || Flip Switch Back || LoadFrameAndWait(0x96,0x08)<br>WeaponSheatheCheck1(0x-2)<br>LoadFrameAndWait(0x9b,0x08)<br>LoadFrameAndWait(0x9c,0x0c)<br>WeaponSheatheCheck2(0x-2)<br>LoadFrameAndWait(0x9c,0x02)<br>LoadFrameAndWait(0x9b,0x08)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xca || Two Arms Up Front || LoadFrameAndWait(0x0b,0x06)<br>LoadFrameAndWait(0x1b,0x06)<br>LoadFrameAndWait(0x1c,0x00) | ||
+ | |- | ||
+ | | type3 || 0xcb || Two Arms Up Back || LoadFrameAndWait(0x10,0x06)<br>LoadFrameAndWait(0x1d,0x06)<br>LoadFrameAndWait(0x1e,0x00) | ||
+ | |- | ||
+ | | type3 || 0xcc || One Arm Up Front || LoadFrameAndWait(0x0b,0x04)<br>LoadFrameAndWait(0x13,0x06)<br>LoadFrameAndWait(0x0a,0x04)<br>LoadFrameAndWait(0x2f,0x04)<br>LoadFrameAndWait(0x30,0x00) | ||
+ | |- | ||
+ | | type3 || 0xcd || One Arm Up Back || LoadFrameAndWait(0x10,0x04)<br>LoadFrameAndWait(0x14,0x06)<br>LoadFrameAndWait(0x11,0x04)<br>LoadFrameAndWait(0x35,0x04)<br>LoadFrameAndWait(0x36,0x00) | ||
+ | |- | ||
+ | | type3 || 0xce || Spin Punch Front || MoveBackward2()<br>LoadFrameAndWait(0x55,0x04)<br>MoveForward2()<br>LoadFrameAndWait(0x56,0x08)<br>PlayAttackSound(0x00)<br>MoveForward2()<br>LoadFrameAndWait(0x55,0x02)<br>LoadFrameAndWait(0x58,0x02)<br>PlayAttackSound(0x01)<br>MoveForward2()<br>LoadFrameAndWait(0x57,0x02)<br>FlipHorizontal()<br>LoadFrameAndWait(0x57,0x02)<br>SetFrameOffset(0x44)<br>LoadFrameAndWait(0x57,0x02)<br>FlipHorizontal()<br>LoadFrameAndWait(0x57,0x02)<br>SetFrameOffset(0x00)<br>Wait(0x-12,0x04)<br>MoveBackward1()<br>LoadFrameAndWait(0x58,0x04)<br>LoadFrameAndWait(0x55,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xcf || Spin Punch Back || MoveBackward2()<br>LoadFrameAndWait(0x96,0x04)<br>MoveForward2()<br>LoadFrameAndWait(0x98,0x08)<br>PlayAttackSound(0x00)<br>MoveForward2()<br>LoadFrameAndWait(0x96,0x02)<br>LoadFrameAndWait(0x9b,0x02)<br>PlayAttackSound(0x01)<br>MoveForward2()<br>LoadFrameAndWait(0x9c,0x02)<br>FlipHorizontal()<br>LoadFrameAndWait(0x9c,0x02)<br>SetFrameOffset(0x-3f)<br>LoadFrameAndWait(0x9c,0x02)<br>FlipHorizontal()<br>LoadFrameAndWait(0x9c,0x02)<br>SetFrameOffset(0x00)<br>Wait(0x-12,0x04)<br>MoveBackward1()<br>LoadFrameAndWait(0x9b,0x04)<br>LoadFrameAndWait(0x97,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xd0 || Pummel Front || MoveBackward2()<br>LoadFrameAndWait(0x55,0x04)<br>MoveForward2()<br>LoadFrameAndWait(0x56,0x08)<br>MoveForward2()<br>LoadFrameAndWait(0x55,0x02)<br>LoadFrameAndWait(0x58,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x57,0x04)<br>MoveBackward1()<br>LoadFrameAndWait(0x58,0x02)<br>LoadFrameAndWait(0x55,0x02)<br>MoveUnitFB(0x-3)<br>Wait(0x-13,0x04)<br>LoadFrameAndWait(0x55,0x08)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xd1 || Pummel Back || MoveBackward2()<br>LoadFrameAndWait(0x96,0x04)<br>MoveForward2()<br>LoadFrameAndWait(0x98,0x0a)<br>MoveForward2()<br>LoadFrameAndWait(0x96,0x02)<br>LoadFrameAndWait(0x9b,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x9c,0x04)<br>MoveBackward1()<br>LoadFrameAndWait(0x9b,0x02)<br>LoadFrameAndWait(0x97,0x02)<br>MoveUnitFB(0x-3)<br>Wait(0x-13,0x04)<br>LoadFrameAndWait(0x97,0x08)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xd2 || Monster/monk Revive Front || LoadFrameAndWait(0x13,0x06)<br>LoadFrameAndWait(0x31,0x04)<br>LoadFrameAndWait(0x37,0x04)<br>MoveBackward2()<br>LoadFrameAndWait(0x1c,0x02)<br>WeaponSheatheCheck2(0x-2)<br>MoveForward2()<br>LoadFrameAndWait(0x37,0x04)<br>LoadFrameAndWait(0x31,0x06)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xd3 || Monster/monk Revive Back || LoadFrameAndWait(0x14,0x06)<br>LoadFrameAndWait(0x35,0x04)<br>LoadFrameAndWait(0x3b,0x04)<br>MoveBackward2()<br>LoadFrameAndWait(0x1e,0x02)<br>WeaponSheatheCheck2(0x-2)<br>MoveForward2()<br>LoadFrameAndWait(0x3b,0x04)<br>LoadFrameAndWait(0x35,0x06)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xd4 || Rush Front || QueueDistortAnim(0x0d,0x0a)<br>LoadFrameAndWait(0x56,0x02)<br>WaitForDistort(0x-2)<br>QueueDistortAnim(0x02,0x06)<br>LoadFrameAndWait(0x55,0x02)<br>WaitForDistort(0x-2)<br>QueueDistortAnim(0x03,0x08)<br>LoadFrameAndWait(0x55,0x02)<br>WaitForDistort(0x-2)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xd5 || Rush Back || QueueDistortAnim(0x0d,0x0a)<br>LoadFrameAndWait(0x98,0x02)<br>WaitForDistort(0x-2)<br>QueueDistortAnim(0x02,0x06)<br>LoadFrameAndWait(0x96,0x02)<br>WaitForDistort(0x-2)<br>QueueDistortAnim(0x03,0x08)<br>LoadFrameAndWait(0x96,0x02)<br>WaitForDistort(0x-2)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xd6 || Book Front Duplicate || SetLayerPriority(0x12)<br>QueueSpriteAnim(0x01,0x42)<br>MoveBackward1()<br>LoadFrameAndWait(0x7d,0x04)<br>LoadFrameAndWait(0x7e,0x04)<br>LoadFrameAndWait(0x7d,0x02)<br>LoadFrameAndWait(0x80,0x02)<br>LoadFrameAndWait(0x81,0x08)<br>LoadFrameAndWait(0x82,0x08)<br>LoadFrameAndWait(0x81,0x08)<br>LoadFrameAndWait(0x82,0x08)<br>LoadFrameAndWait(0x81,0x08)<br>LoadFrameAndWait(0x82,0x08)<br>LoadFrameAndWait(0x81,0x08)<br>LoadFrameAndWait(0x82,0x08)<br>LoadFrameAndWait(0x81,0x16)<br>LoadFrameAndWait(0x81,0x02)<br>WeaponSheatheCheck2(0x-2)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xd7 || Book Back Duplicate || SetLayerPriority(0x0b)<br>QueueSpriteAnim(0x01,0x43)<br>MoveBackward1()<br>LoadFrameAndWait(0xc3,0x04)<br>LoadFrameAndWait(0xc1,0x04)<br>LoadFrameAndWait(0xc1,0x02)<br>LoadFrameAndWait(0xc2,0x02)<br>LoadFrameAndWait(0xc3,0x08)<br>LoadFrameAndWait(0xc3,0x08)<br>LoadFrameAndWait(0xc3,0x08)<br>LoadFrameAndWait(0xc3,0x08)<br>LoadFrameAndWait(0xc3,0x08)<br>LoadFrameAndWait(0xc3,0x08)<br>LoadFrameAndWait(0xc3,0x08)<br>LoadFrameAndWait(0xc3,0x08)<br>LoadFrameAndWait(0xc3,0x16)<br>LoadFrameAndWait(0xc3,0x02)<br>WeaponSheatheCheck2(0x-2)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xd8 || Book Front Duplicate || LoadFrameAndWait(0x81,0x08)<br>LoadFrameAndWait(0x82,0x08)<br>WeaponSheatheCheck2(0x-4)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xd9 || Book Back Duplicate || LoadFrameAndWait(0xc2,0x08)<br>LoadFrameAndWait(0xc3,0x08)<br>WeaponSheatheCheck2(0x-4)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xda || Fall Critical Front || LoadFrameAndWait(0x02,0x06)<br>LoadFrameAndWait(0x13,0x08)<br>LoadFrameAndWait(0x15,0x00) | ||
+ | |- | ||
+ | | type3 || 0xdb || Fall Critical Back || LoadFrameAndWait(0x08,0x06)<br>LoadFrameAndWait(0x14,0x08)<br>LoadFrameAndWait(0x16,0x00) | ||
+ | |- | ||
+ | | type3 || 0xdc || Swing Low Front 2 || SetLayerPriority(0x11)<br>QueueSpriteAnim(0x01,0x02)<br>MoveBackward2()<br>LoadFrameAndWait(0x4c,0x02)<br>LoadFrameAndWait(0x4d,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x4e,0x0a)<br>WeaponSheatheCheck1(0x-2)<br>PlayAttackSound(0x00)<br>LoadFrameAndWait(0x4d,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x52,0x02)<br>LoadFrameAndWait(0x4f,0x02)<br>PostGenericAttack()<br>PlayAttackSound(0x01)<br>MoveForward2()<br>LoadFrameAndWait(0x54,0x0e)<br>LoadFrameAndWait(0x54,0x02)<br>WeaponSheatheCheck2(0x-2)<br>MoveBackward2()<br>LoadFrameAndWait(0x4f,0x02)<br>MoveBackward1()<br>LoadFrameAndWait(0x52,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xdd || Swing Low Back 2 || SetLayerPriority(0x0b)<br>QueueSpriteAnim(0x01,0x03)<br>MoveBackward2()<br>LoadFrameAndWait(0x8c,0x02)<br>LoadFrameAndWait(0x8d,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x8e,0x0a)<br>WeaponSheatheCheck1(0x-2)<br>PlayAttackSound(0x00)<br>LoadFrameAndWait(0x8d,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x8c,0x02)<br>LoadFrameAndWait(0x90,0x02)<br>PostGenericAttack()<br>PlayAttackSound(0x01)<br>MoveForward2()<br>LoadFrameAndWait(0x93,0x0e)<br>LoadFrameAndWait(0x93,0x02)<br>WeaponSheatheCheck2(0x-2)<br>MoveBackward2()<br>LoadFrameAndWait(0x90,0x02)<br>MoveBackward1()<br>LoadFrameAndWait(0x97,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xde || Dance Execute Front || LoadFrameAndWait(0x1b,0x04)<br>MoveBackward1()<br>LoadFrameAndWait(0x2f,0x04)<br>MoveBackward1()<br>LoadFrameAndWait(0x30,0x06)<br>MoveForward1()<br>LoadFrameAndWait(0x2f,0x04)<br>MoveForward1()<br>LoadFrameAndWait(0x0b,0x04)<br>MoveForward1()<br>LoadFrameAndWait(0x31,0x04)<br>MoveForward1()<br>LoadFrameAndWait(0x32,0x36)<br>MoveBackward1()<br>LoadFrameAndWait(0x31,0x04)<br>MoveBackward1()<br>LoadFrameAndWait(0x0b,0x02)<br>LoadFrameAndWait(0x01,0x02)<br>LoadFrameAndWait(0x08,0x02)<br>LoadFrameAndWait(0x07,0x02)<br>LoadFrameAndWait(0x06,0x02)<br>LoadFrameAndWait(0x05,0x02)<br>LoadFrameAndWait(0x04,0x02)<br>LoadFrameAndWait(0x03,0x02)<br>LoadFrameAndWait(0x0b,0x02)<br>MoveBackward1()<br>LoadFrameAndWait(0x2f,0x04)<br>MoveBackward1()<br>LoadFrameAndWait(0x30,0x06)<br>MoveForward1()<br>LoadFrameAndWait(0x2f,0x04)<br>MoveForward1()<br>LoadFrameAndWait(0x0b,0x02)<br>LoadFrameAndWait(0x03,0x02)<br>LoadFrameAndWait(0x04,0x02)<br>LoadFrameAndWait(0x05,0x02)<br>LoadFrameAndWait(0x06,0x02)<br>LoadFrameAndWait(0x07,0x02)<br>LoadFrameAndWait(0x08,0x02)<br>LoadFrameAndWait(0x01,0x02)<br>LoadFrameAndWait(0x0b,0x02)<br>MoveForward1()<br>LoadFrameAndWait(0x31,0x04)<br>MoveForward1()<br>LoadFrameAndWait(0x32,0x06)<br>MoveBackward1()<br>LoadFrameAndWait(0x31,0x04)<br>MoveBackward1()<br>LoadFrameAndWait(0x0b,0x02)<br>MoveBackward1()<br>LoadFrameAndWait(0x2f,0x02)<br>MoveUp1()<br>LoadFrameAndWait(0x30,0xf0)<br>MoveForward1()<br>LoadFrameAndWait(0x2f,0x04)<br>MoveForward1()<br>LoadFrameAndWait(0x0b,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xdf || Dance Execute Back || LoadFrameAndWait(0x1d,0x04)<br>MoveBackward1()<br>LoadFrameAndWait(0x35,0x04)<br>MoveBackward1()<br>LoadFrameAndWait(0x36,0x06)<br>MoveForward1()<br>LoadFrameAndWait(0x35,0x04)<br>MoveForward1()<br>LoadFrameAndWait(0x10,0x04)<br>MoveForward1()<br>LoadFrameAndWait(0x33,0x04)<br>MoveForward1()<br>LoadFrameAndWait(0x34,0x36)<br>MoveBackward1()<br>LoadFrameAndWait(0x33,0x04)<br>MoveBackward1()<br>LoadFrameAndWait(0x10,0x02)<br>LoadFrameAndWait(0x01,0x02)<br>LoadFrameAndWait(0x02,0x02)<br>LoadFrameAndWait(0x03,0x02)<br>LoadFrameAndWait(0x04,0x02)<br>LoadFrameAndWait(0x05,0x02)<br>LoadFrameAndWait(0x06,0x02)<br>LoadFrameAndWait(0x07,0x02)<br>LoadFrameAndWait(0x10,0x02)<br>MoveBackward1()<br>LoadFrameAndWait(0x35,0x04)<br>MoveBackward1()<br>LoadFrameAndWait(0x36,0x06)<br>MoveForward1()<br>LoadFrameAndWait(0x35,0x04)<br>MoveForward1()<br>LoadFrameAndWait(0x10,0x02)<br>LoadFrameAndWait(0x07,0x02)<br>LoadFrameAndWait(0x06,0x02)<br>LoadFrameAndWait(0x05,0x02)<br>LoadFrameAndWait(0x04,0x02)<br>LoadFrameAndWait(0x03,0x02)<br>LoadFrameAndWait(0x02,0x02)<br>LoadFrameAndWait(0x01,0x02)<br>LoadFrameAndWait(0x10,0x02)<br>MoveForward1()<br>LoadFrameAndWait(0x33,0x04)<br>MoveForward1()<br>LoadFrameAndWait(0x34,0x06)<br>MoveBackward1()<br>LoadFrameAndWait(0x33,0x04)<br>MoveBackward1()<br>LoadFrameAndWait(0x10,0x02)<br>MoveBackward1()<br>LoadFrameAndWait(0x35,0x02)<br>MoveBackward1()<br>LoadFrameAndWait(0x36,0xf0)<br>MoveForward1()<br>LoadFrameAndWait(0x35,0x04)<br>MoveForward1()<br>LoadFrameAndWait(0x10,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xe0 || Buffer? || PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xe1 || Buffer? || PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xe2 || Steal Front || QueueDistortAnim(0x0d,0x06)<br>LoadFrameAndWait(0x15,0x06)<br>QueueDistortAnim(0x02,0x06)<br>LoadFrameAndWait(0x15,0x06)<br>QueueDistortAnim(0x03,0x06)<br>LoadFrameAndWait(0x15,0x10)<br>LoadFrameAndWait(0x13,0x06)<br>MoveBackward2()<br>LoadFrameAndWait(0x2f,0x06)<br>MoveForward2()<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xe3 || Steal Back || QueueDistortAnim(0x0d,0x06)<br>LoadFrameAndWait(0x16,0x06)<br>QueueDistortAnim(0x02,0x06)<br>LoadFrameAndWait(0x16,0x06)<br>QueueDistortAnim(0x03,0x06)<br>LoadFrameAndWait(0x16,0x10)<br>LoadFrameAndWait(0x14,0x06)<br>MoveBackward2()<br>LoadFrameAndWait(0x35,0x06)<br>MoveForward2()<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xe4 || Steal Heart Front || LoadFrameAndWait(0x15,0x14)<br>LoadFrameAndWait(0x50,0x06)<br>LoadFrameAndWait(0x54,0x06)<br>LoadFrameAndWait(0x52,0x06)<br>LoadFrameAndWait(0x7f,0x06)<br>LoadFrameAndWait(0x23,0x10)<br>LoadFrameAndWait(0x24,0x10)<br>WeaponSheatheCheck2(0x-4)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xe5 || Steal Heart Back || LoadFrameAndWait(0x16,0x14)<br>LoadFrameAndWait(0x93,0x06)<br>LoadFrameAndWait(0x90,0x06)<br>LoadFrameAndWait(0xbe,0x06)<br>LoadFrameAndWait(0xbf,0x06)<br>LoadFrameAndWait(0x25,0x10)<br>LoadFrameAndWait(0x26,0x10)<br>WeaponSheatheCheck2(0x-4)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xe6 || Use Katana? Front || LoadFrameAndWait(0x0b,0x04)<br>SetLayerPriority(0x17)<br>QueueSpriteAnim(0x01,0x56)<br>MoveBackward2()<br>LoadFrameAndWait(0x2f,0x06)<br>MoveBackward2()<br>LoadFrameAndWait(0x2f,0x06)<br>MoveForward2()<br>LoadFrameAndWait(0x1b,0x04)<br>MoveForward2()<br>LoadFrameAndWait(0x1b,0x04)<br>LoadFrameAndWait(0x1c,0x00) | ||
+ | |- | ||
+ | | type3 || 0xe7 || Use Katana? Back || LoadFrameAndWait(0x10,0x04)<br>SetLayerPriority(0x0b)<br>QueueSpriteAnim(0x01,0x57)<br>MoveBackward2()<br>LoadFrameAndWait(0x33,0x06)<br>MoveBackward2()<br>LoadFrameAndWait(0x33,0x06)<br>MoveForward2()<br>LoadFrameAndWait(0x1d,0x04)<br>MoveForward2()<br>LoadFrameAndWait(0x1d,0x04)<br>LoadFrameAndWait(0x1e,0x00) | ||
+ | |- | ||
+ | | type3 || 0xe8 || Jump Front 2 || LoadFrameAndWait(0x37,0x02)<br>LoadFrameAndWait(0x13,0x08)<br>LoadFrameAndWait(0x02,0x04)<br>MoveUp1()<br>LoadFrameAndWait(0x0b,0x02)<br>MoveUp1()<br>LoadFrameAndWait(0x1b,0x04)<br>MoveUp1()<br>LoadFrameAndWait(0x1c,0x00) | ||
+ | |- | ||
+ | | type3 || 0xe9 || Jump Back 2 || LoadFrameAndWait(0x3a,0x02)<br>LoadFrameAndWait(0x14,0x08)<br>LoadFrameAndWait(0x08,0x04)<br>MoveUp1()<br>LoadFrameAndWait(0x10,0x02)<br>MoveUp1()<br>LoadFrameAndWait(0x1d,0x04)<br>MoveUp1()<br>LoadFrameAndWait(0x1e,0x00) | ||
+ | |- | ||
+ | | type3 || 0xea || Dragoon Jump? Front 2 || LoadFrameAndWait(0x02,0x04)<br>LoadFrameAndWait(0x13,0x04)<br>LoadFrameAndWait(0x15,0x08)<br>LoadFrameAndWait(0x13,0x02)<br>LoadFrameAndWait(0x1b,0x04)<br>PlaySound(0x27)<br>QueueDistortAnim(0x0a,0x08)<br>LoadFrameAndWait(0x1f,0x02)<br>WaitForDistort(0x-2)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xeb || Dragoon Jump? Back 2 || LoadFrameAndWait(0x08,0x04)<br>LoadFrameAndWait(0x14,0x04)<br>LoadFrameAndWait(0x16,0x08)<br>LoadFrameAndWait(0x14,0x02)<br>LoadFrameAndWait(0x1d,0x04)<br>PlaySound(0x27)<br>QueueDistortAnim(0x0a,0x08)<br>LoadFrameAndWait(0x21,0x02)<br>WaitForDistort(0x-2)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xec || Dragoon Jump? Front 3 || LoadFrameAndWait(0x02,0x04)<br>LoadFrameAndWait(0x13,0x04)<br>LoadFrameAndWait(0x15,0x08)<br>LoadFrameAndWait(0x13,0x02)<br>LoadFrameAndWait(0x1b,0x04)<br>QueueDistortAnim(0x0f,0x08)<br>LoadFrameAndWait(0x1f,0x02)<br>WaitForDistort(0x-2)<br>QueueDistortAnim(0x06,0x01)<br>LoadFrameAndWait(0x55,0x02)<br>WaitForDistort(0x-2)<br>PlaySound(0x1c)<br>QueueDistortAnim(0x0b,0x08)<br>LoadFrameAndWait(0x5f,0x02)<br>WaitForDistort(0x-2)<br>PostGenericAttack()<br>PlayAttackSound(0x01)<br>LoadFrameAndWait(0x15,0x04)<br>QueueDistortAnim(0x0e,0x0a)<br>LoadFrameAndWait(0x52,0x02)<br>LoadFrameAndWait(0x4c,0x02)<br>WaitForDistort(0x-2)<br>LoadFrameAndWait(0x13,0x02)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xed || Dragoon Jump? Back 3 || LoadFrameAndWait(0x08,0x04)<br>LoadFrameAndWait(0x14,0x04)<br>LoadFrameAndWait(0x16,0x08)<br>LoadFrameAndWait(0x14,0x02)<br>LoadFrameAndWait(0x1d,0x04)<br>QueueDistortAnim(0x0f,0x08)<br>LoadFrameAndWait(0x21,0x02)<br>WaitForDistort(0x-2)<br>QueueDistortAnim(0x06,0x01)<br>LoadFrameAndWait(0x96,0x02)<br>WaitForDistort(0x-2)<br>PlaySound(0x1c)<br>QueueDistortAnim(0x0b,0x08)<br>LoadFrameAndWait(0x9f,0x02)<br>WaitForDistort(0x-2)<br>PostGenericAttack()<br>PlayAttackSound(0x01)<br>LoadFrameAndWait(0x16,0x04)<br>QueueDistortAnim(0x0e,0x0a)<br>LoadFrameAndWait(0x92,0x02)<br>LoadFrameAndWait(0x8c,0x02)<br>WaitForDistort(0x-2)<br>LoadFrameAndWait(0x14,0x06)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xee || Cloth/Bag High Front || SetLayerPriority(0x11)<br>QueueSpriteAnim(0x01,0x58)<br>MoveBackward2()<br>LoadFrameAndWait(0x4c,0x02)<br>LoadFrameAndWait(0x4d,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x4e,0x0a)<br>PlayAttackSound(0x00)<br>LoadFrameAndWait(0x4d,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x4c,0x02)<br>LoadFrameAndWait(0x51,0x02)<br>PostGenericAttack()<br>PlayAttackSound(0x01)<br>LoadFrameAndWait(0x53,0x06)<br>LoadFrameAndWait(0x53,0x02)<br>WeaponSheatheCheck2(0x-2)<br>LoadFrameAndWait(0x53,0x06)<br>MoveBackward1()<br>LoadFrameAndWait(0x52,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xef || Cloth/Bag High Back || SetLayerPriority(0x0b)<br>QueueSpriteAnim(0x01,0x59)<br>MoveBackward2()<br>LoadFrameAndWait(0x8c,0x02)<br>LoadFrameAndWait(0x8d,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x8e,0x0a)<br>PlayAttackSound(0x00)<br>LoadFrameAndWait(0x8d,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x8c,0x02)<br>LoadFrameAndWait(0x94,0x02)<br>PostGenericAttack()<br>PlayAttackSound(0x01)<br>LoadFrameAndWait(0x95,0x06)<br>LoadFrameAndWait(0x95,0x02)<br>WeaponSheatheCheck2(0x-2)<br>LoadFrameAndWait(0x95,0x06)<br>MoveBackward1()<br>LoadFrameAndWait(0x94,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xf0 || Cloth/Bag Mid Front || SetLayerPriority(0x11)<br>QueueSpriteAnim(0x01,0x5a)<br>MoveBackward2()<br>LoadFrameAndWait(0x4c,0x02)<br>LoadFrameAndWait(0x4d,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x4e,0x0a)<br>PlayAttackSound(0x00)<br>LoadFrameAndWait(0x4d,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x52,0x02)<br>LoadFrameAndWait(0x4f,0x02)<br>PostGenericAttack()<br>PlayAttackSound(0x01)<br>MoveForward2()<br>LoadFrameAndWait(0x54,0x06)<br>LoadFrameAndWait(0x54,0x02)<br>WeaponSheatheCheck2(0x-2)<br>MoveForward2()<br>LoadFrameAndWait(0x54,0x06)<br>MoveBackward2()<br>LoadFrameAndWait(0x4f,0x04)<br>MoveBackward1()<br>LoadFrameAndWait(0x52,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xf1 || Cloth/Bag Mid Back || SetLayerPriority(0x0b)<br>QueueSpriteAnim(0x01,0x5b)<br>MoveBackward2()<br>LoadFrameAndWait(0x8c,0x02)<br>LoadFrameAndWait(0x8d,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x8e,0x0a)<br>PlayAttackSound(0x00)<br>LoadFrameAndWait(0x8d,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x8c,0x02)<br>LoadFrameAndWait(0x90,0x02)<br>PostGenericAttack()<br>PlayAttackSound(0x01)<br>MoveForward2()<br>LoadFrameAndWait(0x93,0x06)<br>LoadFrameAndWait(0x93,0x02)<br>WeaponSheatheCheck2(0x-2)<br>MoveForward2()<br>LoadFrameAndWait(0x93,0x06)<br>MoveBackward2()<br>LoadFrameAndWait(0x90,0x04)<br>MoveBackward1()<br>LoadFrameAndWait(0x97,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xf2 || Cloth/Bag Low Front || SetLayerPriority(0x11)<br>QueueSpriteAnim(0x01,0x5c)<br>MoveBackward2()<br>LoadFrameAndWait(0x4c,0x02)<br>LoadFrameAndWait(0x4d,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x4e,0x0a)<br>PlayAttackSound(0x00)<br>LoadFrameAndWait(0x4d,0x02)<br>LoadFrameAndWait(0x51,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x4f,0x02)<br>PostGenericAttack()<br>PlayAttackSound(0x01)<br>LoadFrameAndWait(0x50,0x06)<br>LoadFrameAndWait(0x50,0x02)<br>WeaponSheatheCheck2(0x-2)<br>LoadFrameAndWait(0x50,0x06)<br>MoveBackward1()<br>LoadFrameAndWait(0x4f,0x04)<br>LoadFrameAndWait(0x52,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xf3 || Cloth/Bag Low Back || SetLayerPriority(0x0b)<br>QueueSpriteAnim(0x01,0x5d)<br>MoveBackward2()<br>LoadFrameAndWait(0x8c,0x02)<br>LoadFrameAndWait(0x8d,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x8e,0x0a)<br>PlayAttackSound(0x00)<br>LoadFrameAndWait(0x8d,0x02)<br>LoadFrameAndWait(0x8f,0x02)<br>MoveForward2()<br>LoadFrameAndWait(0x90,0x02)<br>PostGenericAttack()<br>PlayAttackSound(0x01)<br>LoadFrameAndWait(0x91,0x06)<br>LoadFrameAndWait(0x91,0x02)<br>WeaponSheatheCheck2(0x-2)<br>LoadFrameAndWait(0x91,0x06)<br>MoveBackward1()<br>LoadFrameAndWait(0x90,0x04)<br>LoadFrameAndWait(0x97,0x04)<br>PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xf4 || Buffer? || PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xf5 || Buffer? || PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xf6 || Buffer? || PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xf7 || Buffer? || PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xf8 || Buffer? || PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xf9 || Buffer? || PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xfa || Spin and Punch? Front || PauseAnimation() | ||
+ | |- | ||
+ | | type3 || 0xfb || Spin and Punch? Back || PauseAnimation() | ||
+ | |} | ||
==Type 4== | ==Type 4== |
Revision as of 08:56, 9 January 2025
This page contains a comprehensive list to all unit animations, broken down manually. information regarding what commands are can be found here: SEQ & Animation info page Animation names are subject to change.
Contents
Type 1
- TYPE1 SP1
T1 Facing Angles #Compacted because they're all only 1 frame each. T1 Walk Forward #animation 6 T1 Walk Backward #7 T1 Walk Fast Forward #8 T1 Walk Fast Backward #9 T1 Walk Slow Forward #A T1 Walk Slow Backward #B (I think these are just Idle walk frames?) T1 Buffer Animations #a few animations that all point to the same command in RAM, "pause animation". animations 0xc, 0xd, 0xe, 0xf, 0x10, and 0x11 all point here. T1 Float Stop Forward #12 (also ?????) T1 Float Stop Backward #13 (also ?????) T1 Float Stop Fwd Haste #14 (also ?????) T1 Float Stop Bck Haste #15 (also ?????) T1 Float Stop Fwd Slow #16 (also ?????) T1 Float Stop Bck Slow #17 (also ?????) T1 Walk To Fwd #18 (for walking to a destination? slightly different wait offsets.) T1 Walk To Bck #19 T1 Walk To Fwd Haste #1A T1 Walk To Bck Haste #1B T1 Walk To Fwd Slow #1C T1 Walk To Bck Slow #1D T1 Buffer Animations #more animations that are just buffers, but they don't point to the same buffer? animations 0x1e, 0x1f, 0x20, 0x21, 0x22, and 0x23 point here. #0x24 - 0x29 are duplicates of 0x19 to 0x1D, but don't point to the same space. T1 Spin1 #2A (spin, starts from frame 2) T1 Spin2 #2B (spin, starts from frame 8) T1 Critical & Defend #2C, 2D, 2E, and 2F (all only 1 frame each) T1 Dodge Defend Fwd #30 T1 Dodge Defend Bck #31 T1 Taking Damage Fwd #32 T1 Taking Damage Bck #33 T1 Dead + Mid Jump #34, 35, 36, 37 T1 Jump Up Fwd #generic leap size? 38 T1 Jump Up Bck #39 T1 Jump Down Fwd #3A T1 Jump Down Bck #3B T1 High Jumps #3C, 3D, 3E, 3F, 40, 41 T1 Charging #42, 43, 44, 45 T1 Frozen & sleeping #46, 47, 48, 49 T1 Confuse Fwd #4a T1 Confuse Bck #4b T1 Buffer Animations #yet more animations with a unique pointer to **buffer**. 0x4c, 0x4d, 0x4e, and 0x4f. T1 Singing #50, 51 T1 Dancing #52, 53 T1 Casting #54, 55, 56, 57 T1 Cast Execute #58, 59 T1 Buffer Animations #buffers. 0x5a, 0x5b, 0x5c, 0x5d, 0x5e, 0x5f T1 Frozen Walk Frames #frozen walk frames. 0x60, 0x61, 0x62, 0x63 T1 Nulled Walks #64, 65. both animations seem to be walking loops, but the appropriate SHP data is missing. T1 MF Item #66, 67. T1 Bounced to death #try to come up with a better name I fucking dare you. 68, 69. T1 Revived #6a, 6b, 6c, 6d T1 Damaged shaking #Might be for knockback? or falling? 6e, 6f, 70, 71 T1 Chest Pickup #also for crystals. 72, 73 T1 Buffer Animations #More buffers. 74, 75 (pauses), 76, 77 (endless frame 0). there's also an unused ffff between 77 and 78.
- TYPE1 Attack anims
T1 Teleport #78, 79 T1 High Mod Unarmed #7a, 7b T1 Mid Mod Unarmed #7c, 7d T1 Low Mod Unarmed #7e, 7f T1 High Mod Swing #80, 81 T1 Mid Mod Swing #82, 83 T1 Low Mod Swing #84, 85 T1 High Mod Item Throw #86, 87, 88, 89, 8a, 8b (damn 6 whole ass animation ID's huh) T1 Mid Mod Item Throw #8c, 8d, 8e, 8f, 90, 91 T1 Low Mod Item Throw #92, 93, 94, 95, 96, 97 T1 Weapon Throw #98, 99 (especially cause weapon throw only got 2 each. lose you snooze ig) T1 High Mod Poke #9a, 9b T1 Mid Mod Poke #9c, 9d T1 Low Mod Poke #9e, 9f T1 High Mod Gun #a0, a1 T1 Mid Mod Gun #a2, a3 T1 Low Mod Gun #a4, a5 T1 High Mod Bow #how odd! bow's queues throw hardcoding! a6, a7 T1 Mid Mod Bow #a8, a9 T1 Low Mod Bow #aa, ab T1 Read Book #reading from a book. exciting, i know. lots of repetition, instead of like... using a loop. ac, ad T1 Play Instrument #playing an instrument. no height mods. ae, af T1 Shield Block #unit holds out a shield to block an attack. b0, b1, b2, b3, b4, b5 T1 Swing Shield Recoil #animations for weapon swing shield recoil. b6, b7, b8, b9, ba, bb T1 Punch Shield Recoil #animations for punch shield recoil. bc, bd, be, bf, c0, c1 T1 Thrust Shield Recoil #animations for weapon thrust shield recoil. c2, c3, c4, c5, c6, c7 T1 Flip Ground Switch #similar to an unarmed attack. flips ground switch (bethla sluice). c8, c9 T1 Casting Start #the start of the casting animation (swings arms up). ca, cb, cc, cd T1 Pummel #Spin punch and pummel in here. ce, cf, d0, d1 T1 Cast Revive #Used by Revive. d2, d3 T1 Rush #Used by Rush. d4, d5 T1 Read Book 2 #a complete duplicate of animations ac and ad. with the inefficient repetition and all. d6, d7 T1 Read Book 3 #another duplicate, but this time much shorter. also fails to actually call the weapon. d8, d9 T1 Fall Critical #unit falls into critical animation. da, db. T1 Low Mod Swing 2 #seems to be a duplicate of the low mod weapon swing, but calls mid-mod weapon swing. dc, dd T1 Dance Execute #excessively long. dance animation that plays when the attack executes de, df T1 Buffer Animations #haven't seen any of these in a while. both point to the same PauseInstruction(). e0, e1 T1 Steal #steal. e2, e3 T1 Steal Heart #steal heart. e4, e5 T1 Katana Use #I cannot be sure, however the reference to a held weapon anim seems to imply it's right? e6, e7 T1 Jump 2 #another jump. e8, e9 T1 Dragoon Jump 2 #this one seems to be the true dragoon jump anim? ea, eb T1 Dragoon Jump 3 #another one? seems strangely disjointed? ec, ed T1 High Mod Female #weapon animations for cloths and bags. ee, ef T1 Mid Mod Female #f0, f1 T1 Low Mod Female #f2, f3 T1 Buffer Animations #they all had to show up somewhere. f4, f5, f6, f7, f8, f9 T1 Spin & Punch #Goblin Punch. fa, fb T1 Nop'd Animations #fc, fd, fe, and ff are all unused animations with invalid pointers.
Type 2
- TYPE2 SP1
T2 Facing Angles #Compacted because they're all only 1 frame each. T2 Walk #animation 6, 7 T2 Walk Fast #8, 9 T2 Walk Slow #A, B T2 Buffer Animations #buffers. 0xC to 0x11 T2 Float Stop #12, 13 T2 Float Stop Haste #14 15 T2 Float Stop Slow #16, 17 T2 Walk To #18, 19 T2 Walk To Haste #1A, 1B T2 Walk To Slow #1C, 1D T2 Buffer Animations #more animations that are just buffers. 0x1E to 0x23 #0x24 - 0x29 are duplicates of 0x19 to 0x1D, but don't point to the same space. T2 Spin1 #2A (spin, starts from frame 2) T2 Spin2 #2B (spin, starts from frame 8) T2 Critical & Defend #2C, 2D, 2E, and 2F (all only 1 frame each) T2 Dodge Defend #30, 31 T2 Taking Damage #32, 33 T2 Dead + Mid Jump #34, 35, 36, 37 T2 Jump Up #generic leap size? 38, 39 T2 Jump Down #3A, 3B T2 High Jumps #3C, 3D, 3E, 3F, 40, 41 T2 Charging #42, 43, 44, 45 T2 Frozen & sleeping #46, 47, 48, 49 T2 Confuse #4a, 4B T2 Buffer Animations #yet more animations with a unique pointer to **buffer**. 0x4c, 0x4d, 0x4e, and 0x4f. T2 Singing #50, 51 T2 Dancing #52, 53 T2 Casting #54, 55, 56, 57 T2 Cast Execute #58, 59 T2 Buffer Animations #buffers. 0x5a, 0x5b, 0x5c, 0x5d, 0x5e, 0x5f T2 Frozen Walk Frames #frozen walk frames. 0x60, 0x61, 0x62, 0x63 T2 Nulled Walks #64, 65. both animations seem to be walking loops, but the appropriate SHP data is missing. T2 MF Item #66, 67. T2 Bounced to death #try to come up with a better name I fucking dare you. 68, 69. T2 Revived #6a, 6b, 6c, 6d T2 Damaged shaking? #Might be for knockback? or falling? 6e, 6f, 70, 71 T2 Chest Pickup #also for crystals. 72, 73 T2 Buffer Animations #More buffers. 74, 75 (pauses), 76, 77 (endless frame 0). there's also an unused ffff between 77 and 78.
- TYPE2 Attack Anims
T2 Teleport #78, 79 T2 High Mod Unarmed #7a, 7b T2 Mid Mod Unarmed #7c, 7d T2 Low Mod Unarmed #7e, 7f T2 High Mod Swing #80, 81 T2 Mid Mod Swing #82, 83 T2 Low Mod Swing #84, 85 T2 High Mod Item Throw #86, 87, 88, 89, 8a, 8b (damn 6 whole ass animation ID's huh) T2 Mid Mod Item Throw #8c, 8d, 8e, 8f, 90, 91 T2 Low Mod Item Throw #92, 93, 94, 95, 96, 97 T2 Weapon Throw #98, 99 (especially cause weapon throw only got 2 each. lose you snooze ig) T2 High Mod Poke #9a, 9b T2 Mid Mod Poke #9c, 9d T2 Low Mod Poke #9e, 9f T2 High Mod Gun #a0, a1 T2 Mid Mod Gun #a2, a3 T2 Low Mod Gun #a4, a5 T2 High Mod Bow #how odd! bow's queues throw hardcoding! a6, a7 T2 Mid Mod Bow #a8, a9 T2 Low Mod Bow #aa, ab T2 Read Book #reading from a book. exciting, i know. lots of repetition, instead of like... using a loop. ac, ad T2 Play Instrument #playing an instrument. no height mods. ae, af T2 Shield Block #Shield block. b0, b1, b2, b3, b4, b5 T2 Swing Shield Recoil #animations for weapon swing shield recoil. b6, b7, b8, b9, ba, bb T2 Punch Shield Recoil #animations for punch shield recoil. bc, bd, be, bf, c0, c1 T2 Thrust Shield Recoil #animations for weapon thrust shield recoil. c2, c3, c4, c5, c6, c7 T2 Flip Ground Switch #bethla sluice switch. c8, c9 T2 Casting Start #the start of the casting animation (swings arms up). ca, cb, cc, cd T2 Pummel #Spin punch and pummel in here. ce, cf, d0, d1 T2 Cast Revive #Monk Revive. d2, d3 T2 Rush #Rush. d4, d5 T2 Read Book 2 #a complete duplicate of animations ac and ad. with the inefficient repetition and all. d6, d7 T2 Read Book 3 #another duplicate, but this time much shorter. also fails to actually call the weapon. d8, d9 T2 Fall Critical #unit falls into critical animation. da, db. T2 Low Mod Swing 2 #seems to be a duplicate of the low mod weapon swing, but calls mid-mod weapon swing. dc, dd T2 Dance Execute #excessively long. dance animation that plays when the attack executes de, df T2 Buffer Animations #e0, e1 T2 Steal #steal. e2, e3 T2 Steal Heart #steal heart. e4, e5 T2 Katana Use #I cannot be sure, however the reference to a held weapon anim seems to imply it's right? e6, e7 T2 Jump 2 #another jump. e8, e9 T2 Dragoon Jump #dragoon jump anim. ea, eb T2 Dragoon Jump 2 #dragoon land anim. ec, ed T2 High Mod Female #weapon animations for cloths and bags. ee, ef T2 Mid Mod Female #f0, f1 T2 Low Mod Female #f2, f3 T2 Buffer Animations #they all had to show up somewhere. f4, f5, f6, f7, f8, f9 T2 Spin & Punch #Goblin punch. fa, fb T2 Nop'd Animations #fc, fd, fe, and ff are all unused animations with invalid pointers.
Type 3
- TYPE3.SEQ
Type 4
- TYPE4.SEQ
Chocobo
- CYOKO SP1
CYOKO Facing Angles #00, 01, 02, 03, 04, 05 CYOKO Idle Walk #06, 07 CYOKO Fast Walk #08, 09 CYOKO Slow Walk #0a, 0b CYOKO Buffer animations #Pause animation. 0c, 0d, 0e, 0f, 10, 11, 12, 13, 14, 15, 16, 17 CYOKO Walk To #18, 19 CYOKO Walk To Haste #1a, 1b CYOKO Walk To Slow #1c, 1d CYOKO Buffer animations #more buffers. 1e, 1f, 20, 21, 22, 23 CYOKO Fly To #24, 25 CYOKO Fly To Haste #26, 27 CYOKO Fly To Slow #28, 29 CYOKO Spins #2a, 2b CYOKO Charging Anims #Combined for concise presentation. 2c, 2d, 2e, 2f CYOKO Evade #30, 31 CYOKO Damaged #32, 33 CYOKO Dead #34, 35 CYOKO Level Up #36, 37, 38, 39, 3a, 3b CYOKO Jump Anims #3c, 3d, 3e, 3f, 40, 41 CYOKO Frzn Walk Frame #not sure what these would even be for. 42, 43 CYOKO Squinting #A couple of the same frame of a chocobo squinting. 44, 45 CYOKO Crit & Misc #A chocobo in critical condition, critical while ridden, and another frozen walk frame. 46, 47, 48, 49, 4a, 4b CYOKO Buffer animations #more buffers. 4c, 4d, 4e, 4f, 50, 51, 52, 53 CYOKO Grounded Flapping #chocobo on the ground, flapping wing. 54, 55, 56, 57, 58, 59 CYOKO Rock 'N' Roll #features a chocobo visciously headbutting. 5a, 5b, 5c, 5d, 5e, 5f CYOKO More Frzn Walk #I literally do not get it. 60, 61, 62, 63 CYOKO Buffer animations #more buffers. 64, 65 CYOKO MFItem #I am just shocked that chocobos have anything for this. 66, 67 CYOKO Dying #68, 69 CYOKO Revived #6a, 6b CYOKO Hit Into Crit #6c, 6d CYOKO Tackle #cyoko being knocked back? includes erroneous 6e, 6f. 70, 71 CYOKO Chest Pickup #72, 73. CYOKO Buffer animations #74, 75 pause animation. 76 endless frame 0. 77 a second endless frame 0.
- CYOKO Attack Anims
CYOKO Teleport #I would assume? 78, 79 CYOKO High Mod Beak #7a, 7b CYOKO Mid Mod Beak #7c, 7d CYOKO Low Mod Beak #7e, 7f CYOKO Error Beak #the wait instructions here loop erroneously back into Low Mod Beak. 80, 81 CYOKO Wark #82, 83 CYOKO Wingflap Cast #84, 85 CYOKO Buffer animations #Pause animation. 86, 87 CYOKO Dance #88, 89 CYOKO Nop'd animations #8a through ff are all unused animations with invalid pointers.
Monsters
- MON SP1
MON Facing Angles #00, 01, 02, 03, 04, 05 MON Idle Walk #06, 07 MON Fast Walk #08, 09 MON Slow Walk #0a, 0b MON Short Idle #this is another idle animation, but a third of the frames are cut? 0c, 0d MON Fast Short Idle #0e, 0f MON Slow Short Idle #10, 11 - Work in Progress MON MFItem Broken due to WaitForInput looping over MFItemPos causing infinite loop (instead of looping over LoadFrameWait like other animation types) MON IronGiant Drill? #0xE6, 0xE7, hard coded to use sp5? MON IronGiant Cannon? #0xE8, 0xE9, hard coded to use sp4? MON IronGiant Fist? #0xEA, 0xEB, hard coded to use sp2? MON IronGiant Hammer? #0xEC, 0xED, hard coded to use sp3?
Chicken, Frog, Crystal, Treasure
- Other SP1
OTHER Facing Angles #0, 1, 2, 3, 4, 5 OTHER Walks #6, 7, 8, 9, a, b, c, d, e, f, 10, 11, 12, 13 OTHER Buffer #buffer animations. 14, 15, 16, 17 OTHER Walks 2 #walking to destination. 18, 19, 1a, 1b, 1c, 1d, 1e, 1f, 20, 21, 22, 23 OTHER Buffer #buffer animations. 24, 25, 26, 27, 28, 29 OTHER Treasure #2a, 2b
Lucavi
- RUKA SP1
RUKA Facing Angles #00, 01, 02, 03, 04, 05 RUKA Idle Walk #06, 07 RUKA Fast Walk #08, 09 RUKA Slow Walk #0a, 0b - Work in Progress
Altima
- ARUTE SP1
ARUTE Facing Angles #00, 01, 02, 03, 04, 05 ARUTE Idle Walk #06, 07 ARUTE Fast Walk #08, 09 ARUTE Slow Walk #0a, 0b - Work in Progress
Complete Altima
- KANZEN SP1
KZN Facing Angles #00, 01, 02, 03, 04, 05 KZN Idle Walk #06, 07 KZN Fast Walk #08, 09 KZN Slow Walk #0a, 0b KZN Buffer animations #Pause Animation. 0c, 0d, 0e, 0f, 10, 11, 12, 13, 14, 15, 16, 17 KZN Walk To #18, 19 KZN Walk To Haste #1a, 1b KZN Walk To Slow #1c, 1d KZN Spins #1e, 1f, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 2a, 2b - Work in Progress
Related Pages
https://ffhacktics.com/wiki/Unit_Animation_Index
https://ffhacktics.com/wiki/SHP_%26_Graphic_info_page
https://ffhacktics.com/wiki/SEQ_%26_Animation_info_page
https://ffhacktics.com/wiki/Load_WEP/EFF_graphics_from_WEP1/EFF_Sheet