List of Effect Animations: Difference between revisions

From SkyTemple
RRad (talk | contribs)
mNo edit summary
RRad (talk | contribs)
More cutscene stuff, page intro
Line 1: Line 1:
This page lists the various effect animations used by the game in both dungeon and ground modes along with descriptions.  
This page lists the various effect animations used by the game in both dungeon and ground modes along with descriptions. There are some limitations depending on the type:
* WAN: The most common type. Functions in both dungeon and ground modes.
* WAN File 0: Functions only in dungeon mode.
* WAN File 1: Functions only in ground mode.
* WAT: Uses the 3D engine. Not recommended for dungeon mode as it corrupts parts of the UI.
* Screen: Covers the entire screen. Functions in both dungeon and ground modes.
* WBA: ???


[https://www.youtube.com/watch?v=kLILfedHozQ This video by Hecka Bad] demonstrates all effect animations and their paired SFX, apart from the WAN File 1 animations that appear to be playable only in ground mode.
[https://www.youtube.com/watch?v=kLILfedHozQ This video by Hecka Bad] demonstrates all effect animations and their paired SFX, apart from the WAN File 1 animations that appear to be playable only in ground mode.
Line 67: Line 73:
|m09a0101
|m09a0101
|Angry icon. Can be called using <code>SetEffect(EFFECT_ANGRY, 3);</code>
|Angry icon. Can be called using <code>SetEffect(EFFECT_ANGRY, 3);</code>
|-
|101
|WAN
|<nowiki>-1</nowiki>
|None
|
|None
|PMD1 leftover; 4 flyers dropped by Pelipper and fluttering to the ground.
|-
|102
|WAN
|<nowiki>-1</nowiki>
|None
|align=center|✓
|None
|PMD1 leftover; 3 of the flyers remain in place.
|-
|103
|WAN
|<nowiki>-1</nowiki>
|Head
|
|n01a3101
|Gathering stars/energy; Jirachi wakes up, SE1 scene.
|-
|104
|WAN
|<nowiki>-1</nowiki>
|Head
|align=center|✓
|None
|Looped continuation of #103. Does not appear to be used.
|-
|105
|WAN
|<nowiki>-1</nowiki>
|Head
|
|None
|PMD1 leftover; Teleport Gem starts gathering light.
|-
|106
|WAN
|<nowiki>-1</nowiki>
|Head
|align=center|✓
|None
|PMD1 leftover; Teleport Gem continues gathering light, looped.
|-
|107
|WAN
|<nowiki>-1</nowiki>
|Head
|
|None
|PMD1 leftover; Teleport Gem fades.
|-
|108
|WAN
|<nowiki>-1</nowiki>
|Head
|align=center|✓
|None
|PMD1 leftover; Teleport Gem lightly pulsating.
|-
|111
|WAN
|<nowiki>-1</nowiki>
|Head
|
|s22p1401
|Gathering light; Palkia charges up attack aimed at Darkrai. Paired in scene with SFX #8708.
|-
|112
|WAN
|<nowiki>-1</nowiki>
|Head
|align=center|✓
|None
|Looped continuation of #111. Does not appear to be used.
|-
|164
|WAN
|<nowiki>-1</nowiki>
|Center
|
|None
|PMD1 leftover; Teleport Gem teleportation effect.
|-
|165
|WAN
|<nowiki>-1</nowiki>
|Head
|align=center|✓
|None
|PMD1 leftover; Teleport Gem pulsating.
|-
|166
|WAN
|<nowiki>-1</nowiki>
|Head
|align=center|✓
|None
|PMD1 leftover; Teleport Gem pulsating faster.
|-
|-
|171
|171
Line 90: Line 200:
|align=center|✓
|align=center|✓
|
|
|Small rippling water presumably used as a shadow like in water dungeons, but it looks more unpolished. Used by coro EFFECT_MOVE_WAVE, but this coroutine appears to be unused.
|Small rippling water presumably used as a shadow like in water dungeons, but it looks more unpolished. Used by [[Unionall#coro_EFFECT_MOVE_WAVE|coro EFFECT_MOVE_WAVE]], but this coroutine appears to be unused.
|-
|-
|174
|174
Line 99: Line 209:
|m03a0403
|m03a0403
|Small shock/noticing effect, right side. Can be called using <code>SetEffect(EFFECT_TWO_ARROWS_AT_SIDE_RIGHT, 3);</code>
|Small shock/noticing effect, right side. Can be called using <code>SetEffect(EFFECT_TWO_ARROWS_AT_SIDE_RIGHT, 3);</code>
|-
|268
|WAN File 0
|<nowiki>-1</nowiki>
|Head
|
|None
|PMD1 leftover; the Rock, Ice and Steel parts combine to form the Music Box, Buried Relic sub-quest.
|-
|307
|WAN
|<nowiki>-1</nowiki>
|Head
|
|None
|PMD1 leftover; Rayquaza shoots beam at falling meteor.
|-
|308
|WAN
|<nowiki>-1</nowiki>
|Head
|align=center|✓
|None
|PMD1 leftover; #307 continued and looped.
|-
|309
|WAN
|<nowiki>-1</nowiki>
|Head
|align=center|✓
|None
|PMD1 leftover; beam hits meteor from the bottom of the screen.
|-
|-
|438
|438

Revision as of 20:39, 10 October 2025

This page lists the various effect animations used by the game in both dungeon and ground modes along with descriptions. There are some limitations depending on the type:

  • WAN: The most common type. Functions in both dungeon and ground modes.
  • WAN File 0: Functions only in dungeon mode.
  • WAN File 1: Functions only in ground mode.
  • WAT: Uses the 3D engine. Not recommended for dungeon mode as it corrupts parts of the UI.
  • Screen: Covers the entire screen. Functions in both dungeon and ground modes.
  • WBA: ???

This video by Hecka Bad demonstrates all effect animations and their paired SFX, apart from the WAN File 1 animations that appear to be playable only in ground mode.

ID File Type SFX ID Point Loop Scene Description
88 WAN File 1 -1 Head m02a0108 Exclamation mark! Can be called using SetEffect(EFFECT_EXCLAMATION_MARK, 3);
89 WAN File 1 -1 Head m02a0108 Question mark. Can be called using SetEffect(EFFECT_QUESTION_MARK, 3);
90 WAN File 1 -1 Head n04a0104 Joyous/beaming, often used to portray characters talking without using text boxes. Can be called using SetEffect(EFFECT_JOYOUS, 3);
91 WAN File 1 -1 Head m01a0401 Shocked effect. Can be called using SetEffect(EFFECT_SHOCKED, 3);
92 WAN File 1 -1 Head m02a0108 Sweat drop down the side. Can be called using SetEffect(EFFECT_SWEAT_DROP, 3);
93 WAN File 1 -1 Head m01a0401 Laughing, often just joyous. Can be called using SetEffect(EFFECT_LAUGHING, 3);
94 WAN File 1 -1 Head m09a0101 Angry icon. Can be called using SetEffect(EFFECT_ANGRY, 3);
101 WAN -1 None None PMD1 leftover; 4 flyers dropped by Pelipper and fluttering to the ground.
102 WAN -1 None None PMD1 leftover; 3 of the flyers remain in place.
103 WAN -1 Head n01a3101 Gathering stars/energy; Jirachi wakes up, SE1 scene.
104 WAN -1 Head None Looped continuation of #103. Does not appear to be used.
105 WAN -1 Head None PMD1 leftover; Teleport Gem starts gathering light.
106 WAN -1 Head None PMD1 leftover; Teleport Gem continues gathering light, looped.
107 WAN -1 Head None PMD1 leftover; Teleport Gem fades.
108 WAN -1 Head None PMD1 leftover; Teleport Gem lightly pulsating.
111 WAN -1 Head s22p1401 Gathering light; Palkia charges up attack aimed at Darkrai. Paired in scene with SFX #8708.
112 WAN -1 Head None Looped continuation of #111. Does not appear to be used.
164 WAN -1 Center None PMD1 leftover; Teleport Gem teleportation effect.
165 WAN -1 Head None PMD1 leftover; Teleport Gem pulsating.
166 WAN -1 Head None PMD1 leftover; Teleport Gem pulsating faster.
171 WAN File 1 -1 Head m03a1002 Sweat/tears drop from both sides. Can be called using SetEffect(EFFECT_SWEAT_DROPS_FROM_BOTH_SIDES_MEDIUM, 3);
172 WAN File 1 -1 Head m02a0108 Small shock/noticing effect, left side. Can be called using SetEffect(EFFECT_TWO_ARROWS_AT_SIDE_LEFT, 3);
173 WAN File 1 -1 Head Small rippling water presumably used as a shadow like in water dungeons, but it looks more unpolished. Used by coro EFFECT_MOVE_WAVE, but this coroutine appears to be unused.
174 WAN File 1 -1 Head m03a0403 Small shock/noticing effect, right side. Can be called using SetEffect(EFFECT_TWO_ARROWS_AT_SIDE_RIGHT, 3);
268 WAN File 0 -1 Head None PMD1 leftover; the Rock, Ice and Steel parts combine to form the Music Box, Buried Relic sub-quest.
307 WAN -1 Head None PMD1 leftover; Rayquaza shoots beam at falling meteor.
308 WAN -1 Head None PMD1 leftover; #307 continued and looped.
309 WAN -1 Head None PMD1 leftover; beam hits meteor from the bottom of the screen.
438 WAN File 1 -1 Head m07a1001 Sweat/tears drop from both sides, looped. Not used often in the vanilla game, but usually in a distressed context.
448 WAN File 1 -1 Head m03a0403 Shocked effect, mirrored. Can be called using SetEffect(EFFECT_SHOCKED_MIRRORED, 3);
543 WAN 3084 Head None Roar of Time used in dungeons. SE5 cutscenes use OBJECT_D52P32A2_419 and SFX #11532 instead, which is a more elaborate effect.
544 WAN 3085 Center None Roar of Time hit.
621 Screen -1 Center c00a0701 Dimensional Scream start.
622 WAN File 1 -1 Head m21a0203 Sweat drop down the side, mirrored. Can be called using SetEffect(EFFECT_SWEAT_DROP_SLOW, 3);
623 WAN File 1 -1 Head m02a0302 Anger symbol, mirrored for up-facing actors. Only appears to be called once in the vanilla game. Can be called using SetEffect(EFFECT_ANGRY_MIRRORED, 3);
624 WAN File 1 -1 Head c00a0601 Perfect Apple bouncing on top of Wigglytuff's head. Can be called using SetEffect(EFFECT_APPLE_ON_HEAD, 3);
625 WAN File 1 -1 Head m05a0603 Beige rippling water for the hero, partner and Teddiursa, Hot Spring scene. Can be called using SetEffect(EFFECT_STUCK_IN_YELLOW_WATER, 4);
626 WAN File 1 -1 Head m05a0603 Beige rippling water for Ursaring, Hot Spring scene. Can be called using SetEffect(EFFECT_STUCK_IN_YELLOW_WATER_DEEP, 4);
627 WAN File 1 -1 Head m05a0603 Beige rippling water for Vigoroth, Hot Spring scene. Can be called using SetEffect(EFFECT_STUCK_IN_YELLOW_WATER_MEDIUM, 4);
628 WAN File 1 -1 Head m05a0603 Beige rippling water for Mankey, Hot Spring scene. Can be called using SetEffect(EFFECT_STUCK_IN_YELLOW_WATER_MEDIUM2, 4);
629 WAN File 1 -1 Head m05a0603 Beige rippling water for Primeape, Hot Spring scene. Can be called using SetEffect(EFFECT_STUCK_IN_YELLOW_WATER_DEEP2, 4);
642 WAN File 1 -1 Head c00a0601 Eating effect used during dinner at Wigglytuff's Guild by down and side-facing actors. Also used in a few other scenes. Can be called using SetEffect(EFFECT_EATING, 3);
643 WAN File 1 -1 Head c00a0601 Eating effect used during dinner at Wigglytuff's Guild by up-facing actors. Can be called using SetEffect(EFFECT_EATING_SLOW, 3);
646 WAN File 1 -1 None m22a1004 Blue animated water ripple effect below Lapras during Wigglytuff/Lapras scene.
653 WAT -1 None m25a0302 The blue glowing effect from the left side of the screen seen after the partner activates the Rainbow Stoneship. Uses the 3D engine.
664 WAN File 1 -1 None m23a1008 Beige animated water ripple effect below Lapras during Brine Cave introduction scene.
668 WAT -1 None m23a1003 The glowing Brine Cave wall pattern. Uses the 3D engine.
692 WAN File 1 -1 None n04a1401 Copy of the burn status effect animation for cutscenes.
693 WAN 1048 None None Fissure opens up.
694 WAN -1 None None Fissure held frame.
695 WAN 1049 None None Fissure closes.
696 WAN File 0 1305 Center None Used by Shaymin turning into Sky Forme within dungeons. The Sky Peak cutscene uses OBJECT_D73P41A6_403 and SFX #11018 instead.