Animation ID: Difference between revisions

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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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|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.
|}
|}
{{NavScriptTerms}}

Latest revision as of 07:00, 17 October 2025

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 Used by moves such as Faint Attack, Thief and Flame Wheel.
9 Double Used by moves such as Double Team, Agility and the Evasion Orb.
10 Hop Used by moves such as Dig and Bounce.
11 Charge Used by moves such as Glare, Detect and Bulk Up.
12 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 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. "DeepBreath" is a bit of a misnomer.
22 Nod Used in multiple cutscenes, often nodding to teammate.
23 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 LookUp Looking up at Fogbound Lake, Pelipper, and Quicksand Cave after sinking.
25 Sink Sinking into Quicksand Cave.
26 Trip Unused, and not referenced by any script. The animation is very similar to "HitGround", with occasional unique sprites.
27 Laying Laying on the beach, bed, etc.
28 LeapForth Leaping into the Passage of Time.
29 Head Tied up on pillars in the future, getting slashed by Sableye while tied up.
30 Cringe Unused, and not referenced by any script. It is a 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 collapsing in despair or fainting, when the hero both disappears and returns.
34 HitGround The partner tripping, while returning to the Rainbow Stoneship during the ending.