Appendix A (animation IDs)

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Note: Enemy #2 and #22 aren't used by any original models but are found in the game code. #2 depends on a PRM setting that's not "exposed" by SOM_PRM that sets a distance to stop using the #2 animation to approach the PC.

ID swing item object enemy NPC SFX
0 Vertical - Trap Idle Idle ?
1 Thrust - Walk Walk ?
2 Horizontal - Dash? Hit ?
3 - Death ?
4 - Open Death Acknowledge
Left
?
5 - Close Acknowledge
Right
?
6 - Defend Acknowledge ?
7 - Evade ?
8 - ?
9 - Trigger ?
10 - Direct
Attack
?
11 - Direct
Attack
?
12 - Direct
Attack
?
13 - ?
14 - ?
15 - Indirect
Attack
?
16 - Indirect
Attack
Seated ?
17 - Indirect
Attack
Stand/Sit ?
18 - Seated+Hit ?
19 - Seated+Death ?
20 - Hit Seated
+
Acknowledge
Left
?
21 - Seated
+
Acknowledge
Right
?
22 - Critical
Hit?
Seated
+
Acknowledge
?