Animation layer priority

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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