Difference between revisions of "Template:Animation"
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MrGudenheim (talk | contribs) (→SEQ Animation: added notes about some animations based on https://ffhacktics.com/wiki/Unit_Animations) |
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=== SEQ Animation === | === SEQ Animation === | ||
+ | Related page for unit animations: [[Unit_Animations]] | ||
+ | |||
*x0000: Vanish | *x0000: Vanish | ||
*x0001: Standing | *x0001: Standing | ||
Line 28: | Line 30: | ||
*x0014: Walk | *x0014: Walk | ||
*x0015: Counter-Clockwise Spinning | *x0015: Counter-Clockwise Spinning | ||
− | *x0016: Critical/Bow | + | *x0016: Critical/Bow Frame (Eyes Open) |
*x0017: Defend | *x0017: Defend | ||
*x0018: Dodge | *x0018: Dodge | ||
Line 42: | Line 44: | ||
*x0022: Charge | *x0022: Charge | ||
*x0023: Walking Frame (Right Foot Out) | *x0023: Walking Frame (Right Foot Out) | ||
− | *x0024: Bow/Critical | + | *x0024: Bow/Critical Frame (Eyes Closed) |
*x0025: Confusion | *x0025: Confusion | ||
*x0026: Walking Frame (Standing) | *x0026: Walking Frame (Standing) | ||
Line 58: | Line 60: | ||
*x0032: Vanish | *x0032: Vanish | ||
*x0033: Found Item (Hands Stay up) | *x0033: Found Item (Hands Stay up) | ||
− | *x0034: Character Death | + | *x0034: Character Death |
− | *x0035: Bow then Stand | + | *x0035: Bow (Eyes Closed) then Stand |
− | *x0036: Bow | + | *x0036: Bow (Eyes Closed) |
*x0037: Struck + Dodge | *x0037: Struck + Dodge | ||
*x0038: Struck + Dodge | *x0038: Struck + Dodge | ||
Line 67: | Line 69: | ||
*x003B: Vanish | *x003B: Vanish | ||
*x003C: Teleport From & Teleport To | *x003C: Teleport From & Teleport To | ||
− | *x003D: Attack High | + | *x003D: Attack High (Unarmed) |
− | *x003E: Attack Middle | + | *x003E: Attack Middle (Unarmed) |
− | *x003F: Attack Low | + | *x003F: Attack Low (Unarmed) |
− | *x0040: Attack High (With Temp Weapon) | + | *x0040: Attack High (With Temp/Equipped Weapon) |
− | *x0041: Attack Middle (With Temp Weapon) | + | *x0041: Attack Middle (With Temp/Equipped Weapon) |
− | *x0042: Attack Low (With Temp Weapon) | + | *x0042: Attack Low (With Temp/Equipped Weapon) |
*x0043: Throw (with Temp Weapon/Doesn't actually throw item)? | *x0043: Throw (with Temp Weapon/Doesn't actually throw item)? | ||
*x0044: Throwing Frame 1? | *x0044: Throwing Frame 1? | ||
Line 83: | Line 85: | ||
*x004B: Throw (with Temp Weapon/Doesn't actually throw item)? | *x004B: Throw (with Temp Weapon/Doesn't actually throw item)? | ||
*x004C: Throw (No Temp Weapon) (Throw Stone?) | *x004C: Throw (No Temp Weapon) (Throw Stone?) | ||
− | *x004D: | + | *x004D: Spear High |
− | *x004E: | + | *x004E: Spear Mid |
− | *x004F: | + | *x004F: Spear Low |
− | *x0050: | + | *x0050: Gunshot High? |
− | *x0051: | + | *x0051: Gunshot Mid? |
− | *x0052: | + | *x0052: Gunshot Low? |
*x0053: Bow | *x0053: Bow | ||
*x0054: Crossbow? | *x0054: Crossbow? | ||
− | *x0055: Gun | + | *x0055: Gun? |
*x0056: Book Strike | *x0056: Book Strike | ||
*x0057: Harp | *x0057: Harp | ||
Line 97: | Line 99: | ||
*x0059: Middle Weapon Guard | *x0059: Middle Weapon Guard | ||
*x005A: Lower Weapon Guard | *x005A: Lower Weapon Guard | ||
− | *x005B: Cast With Sword? | + | *x005B: Cast With Sword? Swing Shield Recoil High? |
− | *x005C: Cast With Sword? | + | *x005C: Cast With Sword? Swing Shield Recoil Mid? |
− | *x005D: Cast With Sword? | + | *x005D: Cast With Sword? Swing Shield Recoil Low? |
− | *x005E: In Shock, Step Back? | + | *x005E: In Shock, Step Back? Punch Shield Recoil High? |
− | *x005F: In Shock, Step Back? | + | *x005F: In Shock, Step Back? Punch Shield Recoil Mid? |
− | *x0060: In Shock, Step Back? | + | *x0060: In Shock, Step Back? Punch Shield Recoil Low? |
− | *x0061: Draw Weapon Back | + | *x0061: Draw Weapon Back or Thrust/Spear Shield Recoil High? |
− | *x0062: Draw Weapon Back | + | *x0062: Draw Weapon Back or Thrust/Spear Shield Recoil Mid? |
− | *x0063: Draw Weapon Back | + | *x0063: Draw Weapon Back or Thrust/Spear Shield Recoil Low? |
*x0064: Flip Switch On Ground | *x0064: Flip Switch On Ground | ||
*x0065: Raise Hands (Sticks until next Animation) | *x0065: Raise Hands (Sticks until next Animation) | ||
Line 123: | Line 125: | ||
*x0073: Draw Out (uses Temp weapon in Event) | *x0073: Draw Out (uses Temp weapon in Event) | ||
*x0074: Level Up freeze, slightly in air | *x0074: Level Up freeze, slightly in air | ||
− | *x0075: | + | *x0075: Jump (Lancer Jump) |
*x0076: Land Jump (may need to have used Unitanim 75 first) | *x0076: Land Jump (may need to have used Unitanim 75 first) | ||
*x0077: High Throw? (Buggy uses Temp Weapon) | *x0077: High Throw? (Buggy uses Temp Weapon) | ||
Line 402: | Line 404: | ||
'''IMPORTANT:''' This should apply to most, but not all EVTCHR slots. | '''IMPORTANT:''' This should apply to most, but not all EVTCHR slots. | ||
− | EVTCHR animations are few, and slot specific. You can edit them yourself using [http:// | + | EVTCHR animations are few, and slot specific. You can edit them yourself using [http://ffhacktics.com/w/images/e/ea/EVTCHR_Frame_Editor_v1.1.zip Xifanie's EVTCHR Frame Editor], but there is no easy way to tell which slot has which animation. |
[[File:EVTCHR_LOCATIONS.png]] | [[File:EVTCHR_LOCATIONS.png]] |
Latest revision as of 01:45, 28 May 2025
Contents
Animation ID : Byte (hex)
Load an animation sequence from the corresponding SEQ file for a unit, or an EVTCHR Animation. See lower for EVTCHR Animations.
Video of SEQ animations by Elric42 here: http://www.youtube.com/watch?v=nuy1yEL_Nhk
SEQ Animation
Related page for unit animations: Unit_Animations
- x0000: Vanish
- x0001: Standing
- x0002: Standing
- x0003: Walk
- x0004: Walk Fast
- x0005: Walk Slow
- x0006: Walking Frame (Standing)
- x0007: Walking Frame (Standing)
- x0008: Walking Frame (Standing)
- x0009: Float
- x000A: Float Fast
- x000B: Float Slow
- x000C: Walk Fast
- x000D: Run
- x000E: Walk
- x000F: Walking Frame (Standing)
- x0010: Walking Frame (Standing)
- x0011: Walking Frame (Standing)
- x0012: Walk Fast
- x0013: Run
- x0014: Walk
- x0015: Counter-Clockwise Spinning
- x0016: Critical/Bow Frame (Eyes Open)
- x0017: Defend
- x0018: Dodge
- x0019: In Pain (Loop)
- x001A: Dead
- x001B: Raise Hands/Jump (Frame Only)
- x001C: Level Up (Loop)
- x001D: Job Level Up (Loop)
- x001E: Jump Animation (For use with SpriteMove)
- x001F: Flying?
- x0020: Pickup (Stone, Not Treasure)
- x0021: Charge
- x0022: Charge
- x0023: Walking Frame (Right Foot Out)
- x0024: Bow/Critical Frame (Eyes Closed)
- x0025: Confusion
- x0026: Walking Frame (Standing)
- x0027: Walking Frame (Standing)
- x0028: Sing
- x0029: Dance
- x002A: Charge Spell
- x002B: Chant Spell
- x002C: Found Item
- x002D: Walking Frame (Standing)
- x002E: Walking Frame (Standing)
- x002F: Walking Frame (Standing)
- x0030: Walking Frame (Left Foot Out)
- x0031: Walking Frame (Right Foot Out)
- x0032: Vanish
- x0033: Found Item (Hands Stay up)
- x0034: Character Death
- x0035: Bow (Eyes Closed) then Stand
- x0036: Bow (Eyes Closed)
- x0037: Struck + Dodge
- x0038: Struck + Dodge
- x0039: Raise Hands (Sticks)
- x003A: Walking Frame (Standing)
- x003B: Vanish
- x003C: Teleport From & Teleport To
- x003D: Attack High (Unarmed)
- x003E: Attack Middle (Unarmed)
- x003F: Attack Low (Unarmed)
- x0040: Attack High (With Temp/Equipped Weapon)
- x0041: Attack Middle (With Temp/Equipped Weapon)
- x0042: Attack Low (With Temp/Equipped Weapon)
- x0043: Throw (with Temp Weapon/Doesn't actually throw item)?
- x0044: Throwing Frame 1?
- x0045: Throw (with Temp Weapon/Doesn't actually throw item)?
- x0046: Throw (with Temp Weapon/Doesn't actually throw item)?
- x0047: Throwing Frame 2?
- x0048: Throw (with Temp Weapon/Doesn't actually throw item)?
- x0049: Throw (with Temp Weapon/Doesn't actually throw item)?
- x004A: Throwing Frame 3
- x004B: Throw (with Temp Weapon/Doesn't actually throw item)?
- x004C: Throw (No Temp Weapon) (Throw Stone?)
- x004D: Spear High
- x004E: Spear Mid
- x004F: Spear Low
- x0050: Gunshot High?
- x0051: Gunshot Mid?
- x0052: Gunshot Low?
- x0053: Bow
- x0054: Crossbow?
- x0055: Gun?
- x0056: Book Strike
- x0057: Harp
- x0058: Upper Weapon Guard
- x0059: Middle Weapon Guard
- x005A: Lower Weapon Guard
- x005B: Cast With Sword? Swing Shield Recoil High?
- x005C: Cast With Sword? Swing Shield Recoil Mid?
- x005D: Cast With Sword? Swing Shield Recoil Low?
- x005E: In Shock, Step Back? Punch Shield Recoil High?
- x005F: In Shock, Step Back? Punch Shield Recoil Mid?
- x0060: In Shock, Step Back? Punch Shield Recoil Low?
- x0061: Draw Weapon Back or Thrust/Spear Shield Recoil High?
- x0062: Draw Weapon Back or Thrust/Spear Shield Recoil Mid?
- x0063: Draw Weapon Back or Thrust/Spear Shield Recoil Low?
- x0064: Flip Switch On Ground
- x0065: Raise Hands (Sticks until next Animation)
- x0066: Raise 1 Hand, Cast
- x0067: Spin Fist
- x0068: Quad Strike
- x0069: Cast Revive?
- x006A: Push out both hands
- x006B: Book Strike or Talk Skill?
- x006C: Talk Fast (less than 1 second)
- x006D: Slowly Bow
- x006E: Normal attack w/ Temp Weapon
- x006F: Pause during Dance
- x0070: Spin, Dance Fast then Pause (Casting Dance)
- x0071: Steal
- x0072: Steal Heart
- x0073: Draw Out (uses Temp weapon in Event)
- x0074: Level Up freeze, slightly in air
- x0075: Jump (Lancer Jump)
- x0076: Land Jump (may need to have used Unitanim 75 first)
- x0077: High Throw? (Buggy uses Temp Weapon)
- x0078: Mid Throw? (Buggy uses Temp Weapon)
- x0079: Low Throw? (Buggy uses Temp Weapon)
- x007A: Walking Frame (Standing)
- x007B: Walking Frame (Standing)
- x007C: Walking Frame (Standing)
- x007D: Goblin Punch (Spin then Punch)
EVTCHR Animations
Animation | EVTCHR Block 1 ID | EVTCHR Block 2 ID |
---|---|---|
0 | x01F4 | x0258 |
1 | x01F5 | x0259 |
2 | x01F6 | x025A |
3 | x01F7 | x025B |
4 | x01F8 | x025C |
5 | x01F9 | x025D |
6 | x01FA | x025E |
7 | x01FB | x025F |
8 | x01FC | x0260 |
9 | x01FD | x0261 |
10 | x01FE | x0262 |
11 | x01FF | x0263 |
12 | x0200 | x0264 |
13 | x0201 | x0265 |
14 | x0202 | x0266 |
15 | x0203 | x0267 |
16 | x0204 | x0268 |
17 | x0205 | x0269 |
18 | x0206 | x026A |
19 | x0207 | x026B |
20 | x0208 | x026C |
21 | x0209 | x026D |
22 | x020A | x026E |
23 | x020B | x026F |
24 | x020C | x0270 |
25 | x020D | x0271 |
26 | x020E | x0272 |
27 | x020F | x0273 |
28 | x0210 | x0274 |
29 | x0211 | x0275 |
30 | x0212 | x0276 |
31 | x0213 | x0277 |
32 | x0214 | x0278 |
33 | x0215 | x0279 |
34 | x0216 | x027A |
35 | x0217 | x027B |
36 | x0218 | x027C |
37 | x0219 | x027D |
38 | x021A | x027E |
39 | x021B | x027F |
40 | x021C | x0280 |
41 | x021D | x0281 |
42 | x021E | x0282 |
43 | x021F | x0283 |
44 | x0220 | x0284 |
45 | x0221 | x0285 |
46 | x0222 | x0286 |
47 | x0223 | x0287 |
48 | x0224 | x0288 |
49 | x0225 | x0289 |
50 | x0226 | x028A |
51 | x0227 | x028B |
52 | x0228 | x028C |
53 | x0229 | x028D |
54 | x022A | x028E |
55 | x022B | x028F |
56 | x022C | x0290 |
57 | x022D | x0291 |
58 | x022E | x0292 |
59 | x022F | x0293 |
60 | x0230 | x0294 |
61 | x0231 | x0295 |
62 | x0232 | x0296 |
63 | x0233 | x0297 |
About EVTCHR Animations
IMPORTANT: This should apply to most, but not all EVTCHR slots.
EVTCHR animations are few, and slot specific. You can edit them yourself using Xifanie's EVTCHR Frame Editor, but there is no easy way to tell which slot has which animation.