UnitAnim

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{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)


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 LOCATIONS.png


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.