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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 BUSTER for attaching a weapon.
    • 4 animation frames, timing is ignored.
  • BUSTER
    • A weapon used by CHARACTER_SHOOT and attached to the BUSTER point.
    • Requires a point labeled ENDPOINT for particles.

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 ENDPOINT for where the blade should start.
    • 4 animation frames, timing is ignored.
  • BLADE
    • Optional, placed on CHARACTER_SWING_HILT and used by the Sword Library to override basic blade sprites if it exists.
    • 4 animation frames, timing is ignored.
  • CHARACTER_THROW
    • Used by bomb and chips. See the Bomb Library
    • Requires a point labeled HAND on the first two frames.
    • 5 animation frames, timing is ignored. May accept more frames in the future.