Animation layer priority
Jump to navigation
Jump to search
This page serves as the extensive list of these sets of layer priorities used for animation. Helpful to reference when editing unit anims. all the words are cut to 1 digit for readability. order is important for order of graphics drawn on screen (don't want a unit's sword to appear to be swinging around a unit's back after all.) 0x80094548: unit, weapon, effect + text layer priority sets set 00: 0 unit 1 weapon 2 effect 3 text
set 01: 0 unit 1 weapon 3 text 2 effect
set 02: 0 unit 2 effect 1 weapon 3 text
set 03: 0 unit 3 text 1 weapon 2 effect
set 04: 0 unit 2 effect 3 text 1 weapon
set 05: 0 unit 3 effect 2 text 1 weapon
set 06: 1 weapon 0 unit 2 effect 3 text
set 07: 1 weapon 0 unit 3 text 2 effect
set 08: 2 effect 0 unit 1 weapon 3 text
set 09: 3 text 0 unit 1 weapon 2 effect
set 0a: 2 effect 0 unit 3 text 1 weapon
set 0b (most back attack animations use this; places the weapon and its effect behind the unit on the screen.) 3 text 0 unit 2 effect 1 weapon
set 0c: 1 weapon 2 effect 0 unit 3 text
set 0d: 1 weapon 3 text 0 unit 2 effect
set 0e: 2 effect 1 weapon 0 unit 3 text
set 0f: 3 text 1 weapon 0 unit 2 effect
set 10: 2 effect 3 text 0 unit 1 weapon
set 11 (most front attacks use this, layers weapon behind the unit still, but the effect over it.) 3 text 2 effect 0 unit 1 weapon
set 12 (read book and shield (both front) use this, so the book/shield layers over the unit.) 1 weapon 2 effect 3 text 0 unit
set 13: 1 weapon 3 text 2 effect 0 unit
set 14: 2 effect 1 weapon 3 text 0 unit
set 15: 3 text 1 weapon 2 effect 0 unit
set 16: 2 effect 3 text 1 weapon 0 unit
set 17 (last permutation that makes sense): 3 text 2 effect 1 weapon 0 unit
set 18 (seems erroneous): 1 weapon 1 weapon 2 effect 1 weapon
set 19 (ditto): 2 effect 2 effect 2 effect 3 text
set 1a (ditto): 3 text 1 weapon 3 text 2 effect