Difference between revisions of "Template:Animation"
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=== SEQ Animation === | === SEQ Animation === | ||
+ | Related page for unit animations: [[Unit_Animations]] | ||
+ | |||
+ | any animation noted as "Nothing" is a buffer that pauses on whatever the unit's last animation frame was. | ||
+ | |||
+ | Any animation at x003C or higher requires an EVTCHR block to be clear. So if you have two EVTCHR blocks Loaded and Saved, you cannot use a weapon attack animation. If you only have one EVTCHR block, you can do a weapon attack animation, but you cannot make another unit do a weapon guard animation to block it. Be mindful of your EVTCHR, and use [[LoadEVTCHRClear]] and [[SaveEVTCHRClear]] if you have to. | ||
+ | |||
*x0000: Vanish | *x0000: Vanish | ||
*x0001: Standing | *x0001: Standing | ||
Line 12: | Line 18: | ||
*x0004: Walk Fast | *x0004: Walk Fast | ||
*x0005: Walk Slow | *x0005: Walk Slow | ||
− | *x0006: | + | *x0006: (flying MON only) Walk |
− | *x0007: | + | *x0007: (flying MON only) Walk Fast |
− | *x0008: | + | *x0008: (flying MON only) Walk Slow |
*x0009: Float | *x0009: Float | ||
*x000A: Float Fast | *x000A: Float Fast | ||
Line 24: | Line 30: | ||
*x0010: Walking Frame (Standing) | *x0010: Walking Frame (Standing) | ||
*x0011: Walking Frame (Standing) | *x0011: Walking Frame (Standing) | ||
− | *x0012: | + | *x0012: Fly-to |
− | *x0013: | + | *x0013: Fly-to Fast |
− | *x0014: | + | *x0014: Fly-to Slow |
*x0015: Counter-Clockwise Spinning | *x0015: Counter-Clockwise Spinning | ||
*x0016: Critical/Bow Frame (Eyes Open) | *x0016: Critical/Bow Frame (Eyes Open) | ||
Line 64: | Line 70: | ||
*x0038: Struck + Dodge | *x0038: Struck + Dodge | ||
*x0039: Raise Hands (Sticks) | *x0039: Raise Hands (Sticks) | ||
− | *x003A: | + | *x003A: Nothing |
*x003B: Vanish | *x003B: Vanish | ||
+ | |||
+ | Requires a clear EVTCHR block: | ||
*x003C: Teleport From & Teleport To | *x003C: Teleport From & Teleport To | ||
*x003D: Attack High (Unarmed) | *x003D: Attack High (Unarmed) | ||
Line 83: | Line 91: | ||
*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: Gunshot High | + | *x0050: Gunshot High? |
− | *x0051: Gunshot Mid | + | *x0051: Gunshot Mid? |
− | *x0052: | + | *x0052: Gunshot Low? |
*x0053: Bow | *x0053: Bow | ||
*x0054: Crossbow? | *x0054: Crossbow? | ||
Line 97: | Line 105: | ||
*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 125: | Line 133: | ||
*x0075: Jump (Lancer Jump) | *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 | + | *x0077: Female weapon High (uses Temp Weapon in event) |
− | *x0078: Mid | + | *x0078: Female weapon Mid (uses Temp Weapon in event) |
− | *x0079: Low | + | *x0079: Female weapon Low (uses Temp Weapon in event) |
− | *x007A: | + | *x007A: Nothing |
− | *x007B: | + | *x007B: Nothing |
− | *x007C: | + | *x007C: Nothing |
*x007D: Goblin Punch (Spin then Punch) | *x007D: Goblin Punch (Spin then Punch) | ||
Latest revision as of 13:52, 29 June 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
any animation noted as "Nothing" is a buffer that pauses on whatever the unit's last animation frame was.
Any animation at x003C or higher requires an EVTCHR block to be clear. So if you have two EVTCHR blocks Loaded and Saved, you cannot use a weapon attack animation. If you only have one EVTCHR block, you can do a weapon attack animation, but you cannot make another unit do a weapon guard animation to block it. Be mindful of your EVTCHR, and use LoadEVTCHRClear and SaveEVTCHRClear if you have to.
- x0000: Vanish
- x0001: Standing
- x0002: Standing
- x0003: Walk
- x0004: Walk Fast
- x0005: Walk Slow
- x0006: (flying MON only) Walk
- x0007: (flying MON only) Walk Fast
- x0008: (flying MON only) Walk Slow
- 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: Fly-to
- x0013: Fly-to Fast
- x0014: Fly-to Slow
- 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: Nothing
- x003B: Vanish
Requires a clear EVTCHR block:
- 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: Female weapon High (uses Temp Weapon in event)
- x0078: Female weapon Mid (uses Temp Weapon in event)
- x0079: Female weapon Low (uses Temp Weapon in event)
- x007A: Nothing
- x007B: Nothing
- x007C: Nothing
- 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.