Difference between revisions of "UnitAnim"
Line 1: | Line 1: | ||
= {11} {{IE_11}} = | = {11} {{IE_11}} = | ||
− | + | {{IE_11_ex}} | |
{{IE_11_desc}} | {{IE_11_desc}} | ||
− | See Also: [[Event_Instruction_3B|{3B} {{IE_3B}}]] ― [[Event_Instruction_86|{86} {{IE_86}}]] ― [[Event_Instruction_87|{87} {{IE_87}}]] ― [[Event_Instruction_79|{79} {{IE_79}}]] ― [[Event_Instruction_E5|{E5} {{IE_E5}}]](x0B,x00) | + | See Also: [[Event_Instruction_3B|{3B} {{IE_3B}}]] ― [[Event_Instruction_58|{58} {{IE_58}}]] ― [[Event_Instruction_59|{59} {{IE_59}}]] ― [[Event_Instruction_86|{86} {{IE_86}}]] ― [[Event_Instruction_87|{87} {{IE_87}}]] ― [[Event_Instruction_79|{79} {{IE_79}}]] ― [[Event_Instruction_7F|{7F} {{IE_7F}}]] ― [[Event_Instruction_E5|{E5} {{IE_E5}}]](x0B,x00) |
Line 16: | Line 16: | ||
− | == | + | == Animation ID : Byte (hex) == |
− | Load an animation sequence from the corresponding SEQ file for a unit. | + | Load an animation sequence from the corresponding SEQ file for a unit if EVTCHR is x00. See lower for EVTCHR Frames and animations. |
+ | Video of SEQ animations by Elric42 here: http://www.youtube.com/watch?v=nuy1yEL_Nhk | ||
− | == EVTCHR | + | |
+ | === SEQ Animation === | ||
+ | *x00: Vanish | ||
+ | *x01: Standing | ||
+ | *x02: Standing | ||
+ | *x03: Walk | ||
+ | *x04: Walk Fast | ||
+ | *x05: Walk Slow | ||
+ | *x06: Walking Frame (Standing) | ||
+ | *x07: Walking Frame (Standing) | ||
+ | *x08: Walking Frame (Standing) | ||
+ | *x09: Float | ||
+ | *x0A: Float Fast | ||
+ | *x0B: Float Slow | ||
+ | *x0C: Walk Fast | ||
+ | *x0D: Run | ||
+ | *x0E: Walk | ||
+ | *x0F: Walking Frame (Standing) | ||
+ | *x10: Walking Frame (Standing) | ||
+ | *x11: Walking Frame (Standing) | ||
+ | *x12: Walk Fast | ||
+ | *x13: Run | ||
+ | *x14: Walk | ||
+ | *x15: Counter-Clockwise Spinning | ||
+ | *x16: Critical/Bow | ||
+ | *x17: Defend | ||
+ | *x18: Dodge | ||
+ | *x19: In Pain (Loop) | ||
+ | *x1A: Dead | ||
+ | *x1B: Raise Hands/Jump (Frame Only) | ||
+ | *x1C: Level Up (Loop) | ||
+ | *x1D: Job Level Up (Loop) | ||
+ | *x1E: Jump Animation (For use with SpriteMove) | ||
+ | *x1F: Flying? | ||
+ | *x20: Pickup (Stone, Not Treasure) | ||
+ | *x21: Charge | ||
+ | *x22: Charge | ||
+ | *x23: Walking Frame (Right Foot Out) | ||
+ | *x24: Bow/Critical | ||
+ | *x25: Confusion | ||
+ | *x26: Walking Frame (Standing) | ||
+ | *x27: Walking Frame (Standing) | ||
+ | *x28: Sing | ||
+ | *x29: Dance | ||
+ | *x2A: Charge Spell | ||
+ | *x2B: Chant Spell | ||
+ | *x2C: Found Item | ||
+ | *x2D: Walking Frame (Standing) | ||
+ | *x2E: Walking Frame (Standing) | ||
+ | *x2F: Walking Frame (Standing) | ||
+ | *x30: Walking Frame (Left Foot Out) | ||
+ | *x31: Walking Frame (Right Foot Out) | ||
+ | *x32: Vanish | ||
+ | *x33: Found Item (Hands Stay up) | ||
+ | *x34: Character Death (EasyVent says Horizontal Jump?, not sure why this is) | ||
+ | *x35: Bow then Stand | ||
+ | *x36: Bow | ||
+ | *x37: Struck + Dodge | ||
+ | *x38: Struck + Dodge | ||
+ | *x39: Raise Hands (Sticks) | ||
+ | *x3A: Walking Frame (Standing) | ||
+ | *x3B: Vanish | ||
+ | *x3C: Teleport From & Teleport To | ||
+ | *x3D: Attack High | ||
+ | *x3E: Attack Middle | ||
+ | *x3F: Attack Low | ||
+ | *x40: Attack High (With Temp Weapon) | ||
+ | *x41: Attack Middle (With Temp Weapon) | ||
+ | *x42: Attack Low (With Temp Weapon) | ||
+ | *x43: Throw (with Temp Weapon/Doesn't actually throw item)? | ||
+ | *x44: Throwing Frame 1? | ||
+ | *x45: Throw (with Temp Weapon/Doesn't actually throw item)? | ||
+ | *x46: Throw (with Temp Weapon/Doesn't actually throw item)? | ||
+ | *x47: Throwing Frame 2? | ||
+ | *x48: Throw (with Temp Weapon/Doesn't actually throw item)? | ||
+ | *x49: Throw (with Temp Weapon/Doesn't actually throw item)? | ||
+ | *x4A: Throwing Frame 3 | ||
+ | *x4B: Throw (with Temp Weapon/Doesn't actually throw item)? | ||
+ | *x4C: Throw (No Temp Weapon) (Throw Stone?) | ||
+ | *x4D: Throw (with Temp Weapon/Doesn't actually throw item)? | ||
+ | *x4E: Throw (with Temp Weapon/Doesn't actually throw item)? | ||
+ | *x4F: Throw (with Temp Weapon/Doesn't actually throw item)? | ||
+ | *x50: Throw (with Temp Weapon/Doesn't actually throw item)? | ||
+ | *x51: Throw (with Temp Weapon/Doesn't actually throw item)? | ||
+ | *x52: Spear? | ||
+ | *x53: Bow | ||
+ | *x54: Crossbow? | ||
+ | *x55: Gun | ||
+ | *x56: Book Strike | ||
+ | *x57: Harp | ||
+ | *x58: Upper Weapon Guard | ||
+ | *x59: Middle Weapon Guard | ||
+ | *x5A: Lower Weapon Guard | ||
+ | *x5B: Cast With Sword? | ||
+ | *x5C: Cast With Sword? | ||
+ | *x5D: Cast With Sword? | ||
+ | *x5E: In Shock, Step Back? | ||
+ | *x5F: In Shock, Step Back? | ||
+ | *x60: In Shock, Step Back? | ||
+ | *x61: Draw Weapon Back | ||
+ | *x62: Draw Weapon Back | ||
+ | *x63: Draw Weapon Back | ||
+ | *x64: Flip Switch On Ground | ||
+ | *x65: Raise Hands (Sticks until next Animation) | ||
+ | *x66: Raise 1 Hand, Cast | ||
+ | *x67: Spin Fist | ||
+ | *x68: Quad Strike | ||
+ | *x69: Cast Revive? | ||
+ | *x6A: Push out both hands | ||
+ | *x6B: Book Strike or Talk Skill? | ||
+ | *x6C: Talk Fast (less than 1 second) | ||
+ | *x6D: Slowly Bow | ||
+ | *x6E: Normal attack w/ Temp Weapon | ||
+ | *x6F: Pause during Dance | ||
+ | *x70: Spin, Dance Fast then Pause (Casting Dance) | ||
+ | *x71: Steal | ||
+ | *x72: Steal Heart | ||
+ | *x73: Draw Out (uses Temp weapon in Event) | ||
+ | *x74: Level Up freeze, slightly in air | ||
+ | *x75: Jump (Lancer Jump) | ||
+ | *x76: Land Jump (may need to have used Unitanim 75 first) | ||
+ | *x77: High Throw? (Buggy uses Temp Weapon) | ||
+ | *x78: Mid Throw? (Buggy uses Temp Weapon) | ||
+ | *x79: Low Throw? (Buggy uses Temp Weapon) | ||
+ | *x7A: Walking Frame (Standing) | ||
+ | *x7B: Walking Frame (Standing) | ||
+ | *x7C: Walking Frame (Standing) | ||
+ | *x7D: Gobin Punch (Spin then Punch) | ||
+ | |||
+ | |||
+ | === EVTCHR Frames and Animations=== | ||
+ | '''IMPORTANT:''' This should apply to most, but not all EVTCHR slots. | ||
+ | |||
+ | EVTCHR animations are few, and block specific. Considering that they also use many frames and we do not currently have a way to edit them, they are not listed here. | ||
+ | [[File:EVTCHR_LOCATIONS.png]] | ||
+ | |||
+ | |||
+ | == EVTCHR : Byte (hex) == | ||
Load an animation sequence or stance from the loaded EVTCHR.BIN block. | Load an animation sequence or stance from the loaded EVTCHR.BIN block. | ||
*0x00 = Use SEQ animation | *0x00 = Use SEQ animation | ||
− | *0x01 = EVTCHR Block 1 | + | *0x01 = EVTCHR RAM Block 1 |
− | *0x02 = EVTCHR Block 2 | + | *0x02 = EVTCHR RAM Block 2 |
== Unknown : Byte (hex) == | == Unknown : Byte (hex) == | ||
This mostly seems to be x00 and sometimes x01. | This mostly seems to be x00 and sometimes x01. |
Revision as of 00:04, 3 January 2014
Contents
{11} UnitAnim
UnitAnim(xAU,xMT,xANIM,x00)
This instruction is used load a humanoid shaped sprite off EVTCHR.BIN on a sprite using the original unit's palette.
See Also: {3B} SpriteMove ― {58} LoadEVTCHR ― {59} SaveEVTCHR ― {86} TempWeapon ― {87} Arrow ― {79} WalkToAnim ― {7F} EVTCHRPalette ― {E5} WaitForInstruction(x0B,x00)
Unit ID : Byte (hex)
ID of the unit specified in the ENTD. The EVTCHR sprite will be pasted directly over the unit.
- x00 Enable Multi-Targeting
Affected Units : Byte (hex)
If Multi Targeting is set to x00:
- Unit ID: ID of the unit specified in the ENTD.
If Multi Targeting is set to x01:
- x00: Player's Team (blue)
- x01: Player's Team (blue)
- x02: All Enemy Teams (red/green/lightblue)
- x03: All Enemy Teams (red/green/lightblue)
- x04: All Teams
Multi Targeting : Byte (hex)
- x00: One Target → Unit ID
- x01: Various outcomes; see Affected Unit(s)
- x02: Target All Teams
Animation ID : Byte (hex)
Load an animation sequence from the corresponding SEQ file for a unit if EVTCHR is x00. See lower for EVTCHR Frames and animations.
Video of SEQ animations by Elric42 here: http://www.youtube.com/watch?v=nuy1yEL_Nhk
SEQ Animation
- x00: Vanish
- x01: Standing
- x02: Standing
- x03: Walk
- x04: Walk Fast
- x05: Walk Slow
- x06: Walking Frame (Standing)
- x07: Walking Frame (Standing)
- x08: Walking Frame (Standing)
- x09: Float
- x0A: Float Fast
- x0B: Float Slow
- x0C: Walk Fast
- x0D: Run
- x0E: Walk
- x0F: Walking Frame (Standing)
- x10: Walking Frame (Standing)
- x11: Walking Frame (Standing)
- x12: Walk Fast
- x13: Run
- x14: Walk
- x15: Counter-Clockwise Spinning
- x16: Critical/Bow
- x17: Defend
- x18: Dodge
- x19: In Pain (Loop)
- x1A: Dead
- x1B: Raise Hands/Jump (Frame Only)
- x1C: Level Up (Loop)
- x1D: Job Level Up (Loop)
- x1E: Jump Animation (For use with SpriteMove)
- x1F: Flying?
- x20: Pickup (Stone, Not Treasure)
- x21: Charge
- x22: Charge
- x23: Walking Frame (Right Foot Out)
- x24: Bow/Critical
- x25: Confusion
- x26: Walking Frame (Standing)
- x27: Walking Frame (Standing)
- x28: Sing
- x29: Dance
- x2A: Charge Spell
- x2B: Chant Spell
- x2C: Found Item
- x2D: Walking Frame (Standing)
- x2E: Walking Frame (Standing)
- x2F: Walking Frame (Standing)
- x30: Walking Frame (Left Foot Out)
- x31: Walking Frame (Right Foot Out)
- x32: Vanish
- x33: Found Item (Hands Stay up)
- x34: Character Death (EasyVent says Horizontal Jump?, not sure why this is)
- x35: Bow then Stand
- x36: Bow
- x37: Struck + Dodge
- x38: Struck + Dodge
- x39: Raise Hands (Sticks)
- x3A: Walking Frame (Standing)
- x3B: Vanish
- x3C: Teleport From & Teleport To
- x3D: Attack High
- x3E: Attack Middle
- x3F: Attack Low
- x40: Attack High (With Temp Weapon)
- x41: Attack Middle (With Temp Weapon)
- x42: Attack Low (With Temp Weapon)
- x43: Throw (with Temp Weapon/Doesn't actually throw item)?
- x44: Throwing Frame 1?
- x45: Throw (with Temp Weapon/Doesn't actually throw item)?
- x46: Throw (with Temp Weapon/Doesn't actually throw item)?
- x47: Throwing Frame 2?
- x48: Throw (with Temp Weapon/Doesn't actually throw item)?
- x49: Throw (with Temp Weapon/Doesn't actually throw item)?
- x4A: Throwing Frame 3
- x4B: Throw (with Temp Weapon/Doesn't actually throw item)?
- x4C: Throw (No Temp Weapon) (Throw Stone?)
- x4D: Throw (with Temp Weapon/Doesn't actually throw item)?
- x4E: Throw (with Temp Weapon/Doesn't actually throw item)?
- x4F: Throw (with Temp Weapon/Doesn't actually throw item)?
- x50: Throw (with Temp Weapon/Doesn't actually throw item)?
- x51: Throw (with Temp Weapon/Doesn't actually throw item)?
- x52: Spear?
- x53: Bow
- x54: Crossbow?
- x55: Gun
- x56: Book Strike
- x57: Harp
- x58: Upper Weapon Guard
- x59: Middle Weapon Guard
- x5A: Lower Weapon Guard
- x5B: Cast With Sword?
- x5C: Cast With Sword?
- x5D: Cast With Sword?
- x5E: In Shock, Step Back?
- x5F: In Shock, Step Back?
- x60: In Shock, Step Back?
- x61: Draw Weapon Back
- x62: Draw Weapon Back
- x63: Draw Weapon Back
- x64: Flip Switch On Ground
- x65: Raise Hands (Sticks until next Animation)
- x66: Raise 1 Hand, Cast
- x67: Spin Fist
- x68: Quad Strike
- x69: Cast Revive?
- x6A: Push out both hands
- x6B: Book Strike or Talk Skill?
- x6C: Talk Fast (less than 1 second)
- x6D: Slowly Bow
- x6E: Normal attack w/ Temp Weapon
- x6F: Pause during Dance
- x70: Spin, Dance Fast then Pause (Casting Dance)
- x71: Steal
- x72: Steal Heart
- x73: Draw Out (uses Temp weapon in Event)
- x74: Level Up freeze, slightly in air
- x75: Jump (Lancer Jump)
- x76: Land Jump (may need to have used Unitanim 75 first)
- x77: High Throw? (Buggy uses Temp Weapon)
- x78: Mid Throw? (Buggy uses Temp Weapon)
- x79: Low Throw? (Buggy uses Temp Weapon)
- x7A: Walking Frame (Standing)
- x7B: Walking Frame (Standing)
- x7C: Walking Frame (Standing)
- x7D: Gobin Punch (Spin then Punch)
EVTCHR Frames and Animations
IMPORTANT: This should apply to most, but not all EVTCHR slots.
EVTCHR animations are few, and block specific. Considering that they also use many frames and we do not currently have a way to edit them, they are not listed here.
EVTCHR : Byte (hex)
Load an animation sequence or stance from the loaded EVTCHR.BIN block.
- 0x00 = Use SEQ animation
- 0x01 = EVTCHR RAM Block 1
- 0x02 = EVTCHR RAM Block 2
Unknown : Byte (hex)
This mostly seems to be x00 and sometimes x01.