Animation ID: Difference between revisions

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Created page with "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 [https://docs.google.com/spreadsheets/d/11xHv80Def5mtF60ZsfI1lF1eNX0dBE2It837Q08AlRk/htmlview Se..."
 
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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).
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 [[List of Opcodes|SetAnimation Opcode]] with a parameter from the [https://docs.google.com/spreadsheets/d/11xHv80Def5mtF60ZsfI1lF1eNX0dBE2It837Q08AlRk/htmlview SetAnimation table] based on the Animation ID and desired animation settings.
In cutscenes, the animations can be called using the [[List of Opcodes#0xfd - SetAnimation|SetAnimation Opcode]] with a parameter from the [https://docs.google.com/spreadsheets/d/11xHv80Def5mtF60ZsfI1lF1eNX0dBE2It837Q08AlRk/ SetAnimation table] based on the Animation ID and desired animation settings.


== Dungeon Animations ==
== Dungeon Animations ==
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|1
|1
|Attack
|Attack
|
|Basic attack animation, plays when using a move or the regular attack.
|-
|-
|5
|5
|Sleep
|Sleep
|
|Inflicted with Sleep or spawning asleep.
|-
|-
|6
|6
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|8
|8
|Swing
|Swing
|
|Used by moves such as Faint Attack, Thief and Flame Wheel.
|-
|-
|9
|9
|Double
|Double
|
|Used by moves such as Double Team, Agility and the Evasion Orb.
|-
|-
|10
|10
|Hop
|Hop
|
|Used by moves such as Dig and Bounce.
|-
|-
|11
|11
|Charge
|Charge
|
|Used by moves such as Glare, Detect and Bulk Up.
|-
|-
|12
|12
|Rotate
|Rotate
|
|Used while throwing items or many moves.
|}
|}
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 [https://docs.google.com/spreadsheets/d/16bnauXeTendm1xQSrk6pbobCFFeeHXghpFfyo4jWLYo/edit?usp=sharing here].
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 [https://docs.google.com/spreadsheets/d/16bnauXeTendm1xQSrk6pbobCFFeeHXghpFfyo4jWLYo/edit?usp=sharing here].
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|16
|16
|Tumble
|Tumble
|
|Tumbling into Waterfall Cave.
|-
|-
|17
|17
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|19
|19
|Pain
|Pain
|
|Many fight cutscenes.
|-
|-
|20
|20
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|21
|21
|DeepBreath
|DeepBreath
|
|Yawning, on the night before the final expedition announcement. "DeepBreath" is a bit of a misnomer.
|-
|-
|22
|22
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|23
|23
|Sit
|Sit
|
|Used after the Crystal Lake fight, and after The Nightmare. "Sit" is a bit of a misnomer; in the base game's context, a more accurate description would be fainting or collapsing in exhaustion.
|-
|-
|24
|24
|LookUp
|LookUp
|
|Looking up at Fogbound Lake, Pelipper, and Quicksand Cave after sinking.
|-
|-
|25
|25
|Sink
|Sink
|Sinking into Quicksand Pit.
|Sinking into Quicksand Cave.
|-
|-
|26
|26
|Trip
|Trip
|
|Unused, and not referenced by any script. The animation is very similar to "HitGround", with occasional unique sprites.
|-
|-
|27
|27
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|28
|28
|LeapForth
|LeapForth
|
|Leaping into the Passage of Time.
|-
|-
|29
|29
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|30
|30
|Cringe
|Cringe
|
|Unused, and not referenced by any script. It is a simple bobbing animation of the down-facing "Hurt" sprite.
|-
|-
|31
|31
|LostBalance
|LostBalance
|
|Losing balance after earthquake at Temporal Pinnacle.
|-
|-
|32
|32
|TumbleBack
|TumbleBack
|
|Tumbling backwards down stairs at Temporal Pinnacle.
|-
|-
|33
|33
|Faint
|Faint
|
|The partner collapsing in despair or fainting, when the hero both disappears and returns.
|-
|-
|34
|34
|HitGround
|HitGround
|
|The partner tripping, while returning to the Rainbow Stoneship during the ending.
|}
|}
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