Template:Animation
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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 Block 1
- 0x02 = EVTCHR Block 2