Animation ID
Every overworld Monster Sprite includes multiple animations, each with their own unique Animation ID. This ID can be found in the AnimData.xml file of the sprite (from either exporting the sprite or downloading the sprite from the PMD Sprite Repository).
In cutscenes, the animations can be called using the SetAnimation Opcode with a parameter from the SetAnimation table based on the Animation ID and desired animation settings.
Dungeon Animations
All Pokémon require the following animations to be playable or featured as enemies in dungeons.
Animation ID | Name | Conditions it Plays Under |
---|---|---|
0 | Walk | Basic movement across tiles. Also plays when moving in overworld. |
1 | Attack | Basic attack animation, plays when using a move or the regular attack. |
5 | Sleep | Inflicted with Sleep or spawning asleep. |
6 | Hurt | Taking damage from an attack or status effect. |
7 | Idle | Plays without any input, both in dungeons and overworld. |
8 | Swing | |
9 | Double | |
10 | Hop | |
11 | Charge | |
12 | Rotate |
Some Pokémon will have extra animations, filling IDs 2, 3, and/or 4. These animations are entirely optional but are alternate attacking animations that will play when using specific moves. Some examples include Shoot, Twirl, and Strike. A full list of animation names for each Chunsoft Monster Sprite can be found here.
Starter-Specific Animations
These animations are specific to Explorers of Sky starter Pokémon. Note that while some Monster Sprites may contain one or more of these animations, if they are not starter Pokémon, then they may have different Animation IDs than normal starters, causing different animations to play. The PMD Sprite Repository contains Starter versions of Pokémon with correct IDs in these cases.
Animation ID | Name | Cutscene Usage |
---|---|---|
13 | EventSleep | Sleeping in bed. |
14 | Wake | Waking up. |
15 | Eat | Eating dinner, also eating the food the fellow apprentices sneak to you in Chapter 6. |
16 | Tumble | Tumbling into Waterfall Cave. |
17 | Pose | End of morning cheers, also used at the end of certain cutscenes. |
18 | Pull | Pulling the gigantic gem in Waterfall Cave. |
19 | Pain | Many fight cutscenes. |
20 | Float | Floating in the Hot Springs after being launched out of Waterfall Cave. |
21 | DeepBreath | Yawning, on the night before the final expedition announcement. |
22 | Nod | Used in multiple cutscenes, often nodding to teammate. |
23 | Sit | Used after the Crystal Lake fight, and after The Nightmare. |
24 | LookUp | Looking up at Fogbound Lake, Pelipper, and Quicksand Cave after sinking. |
25 | Sink | Sinking into Quicksand Cave. |
26 | Trip | Appears to be completely unused. Shorter version of "HitGround", with occasional unique sprites. |
27 | Laying | Laying on the beach, bed, etc. |
28 | LeapForth | Jumping into the Passage of Time. |
29 | Head | Tied up on pillars in the future, getting slashed by Sableye while tied up. |
30 | Cringe | Appears to be completely unused. Simple bobbing animation of the down-facing "Hurt" sprite. |
31 | LostBalance | Losing balance after earthquake at Temporal Pinnacle. |
32 | TumbleBack | Tumbling backwards down stairs at Temporal Pinnacle. |
33 | Faint | The partner fainting, when the hero both disappears and returns. |
34 | HitGround | The partner tripping, while returning to the Rainbow Stoneship during the ending. |