Character Animations
Common animation states used by the engine and card mods.
Core
CHARACTER_IDLE- Used by the engine for player mods as a default looping idle animation.
CHARACTER_HIT- Used by status effects such as Flinch and Paralyze.
- Flinch will use up to 22 game frames of the animation, with the animation file's specified timing.
- If this animation state missing the effects of Flinch won't apply.
- Status effects similar to Paralyze will use only the first frame of this animation.
- If this animation state missing these effects will pause the entity's current animation.
CHARACTER_MOVE- Used by the engine for animating player movement.
- 4 animation frames, plays forward then reversed, timing is ignored.
CHARACTER_SHOOT- Used by the engine for the player's default attack.
- Requires a point labeled
BUSTERfor attaching a weapon. - 4 animation frames, timing is ignored.
BUSTER- A weapon used by
CHARACTER_SHOOTand attached to theBUSTERpoint. - Requires a point labeled
ENDPOINTfor particles.
- A weapon used by
BattleNetwork Mods
CHARACTER_SWING_HAND- Used by AirHock and more. See the Sword Library.
- 4 animation frames, timing is ignored.
CHARACTER_SWING_HILT- Used by sword and similar chips. See the Sword Library.
- Requires a point labeled
ENDPOINTfor where the blade should start. - 4 animation frames, timing is ignored.
BLADE- Optional, placed on
CHARACTER_SWING_HILTand used by the Sword Library to override basic blade sprites if it exists. - 4 animation frames, timing is ignored.
- Optional, placed on
CHARACTER_THROW- Used by bomb and chips. See the Bomb Library
- Requires a point labeled
HANDon the first two frames. - 5 animation frames, timing is ignored. May accept more frames in the future.