Std Motion Read
Signature
Description
Orders the assignment of a motion group to a character (current script).
The actual assignment is done via other functions outside of the VM. Therefore, it's recommend to use the Std Motion Read Sync function right after this one to wait until the completion of the motion group assignment and only then use functions like Std Motion Play.
Arguments
Motion Group Identifier
Determines which motion group should be set for the character.
A motion group is a collection of 1 or more motions. This can be a motion for attacking, magick casting, talking, laughing, and many more.
Generally, every model has 1 or more motion groups. While some of them are used for battle, others are used when roaming a town or riding a Chocobo.
If a model has more than 1 motion group for a town area, it's usually because in one they are standing, in another crouching or lying down, and so on.
Identifier | File Suffix | Name | Description |
---|---|---|---|
0 | 00 | Battle Area | Used when roaming a battle area. |
1 | 10 | Unarmed | Used when wielding an unarmed weapon. |
2 | 11 | Unarmed (Brawler) | Used when wielding an unarmed weapon with the brawler augment. |
3 | 20 | Sword | Used when wielding a sword. |
4 | 21 | Dagger | Used when wielding a dagger. |
5 | 22 | Hand-Bomb | Used when wielding a hand-bomb. |
6 | 23 | Ninja Sword | Used when wielding a ninja sword. |
7 | 24 | Axe / Hammer | Used when wielding a axe or hammer. |
8 | 25 | Mace / Measure | Used when wielding a mace or measure. |
9 | 30 | Staff / Rod | Used when wielding a staff or rod. |
10 | 31 | Pole | Used when wielding a pole. |
11 | 32 | Spear | Used when wielding a spear. |
12 | 40 | Greatsword | Used when wielding a greatsword. |
13 | 41 | Katana | Used when wielding a katana. |
14 | 50 | Bow | Used when wielding a bow. |
15 | 60 | Crossbow / Gun | Used when wielding a crossbow or gun. |
16 | e1 | Town Area 1 | Used when roaming a town area. |
17 | e2 | Town Area 2 | Used when roaming a town area. |
18 | e3 | Town Area 3 | Used when roaming a town area. |
19 | e4 | Town Area 4 | Used when roaming a town area. |
20 | e5 | Town Area 5 | Used when roaming a town area. |
21 | e6 | Town Area 6 | Used when roaming a town area. |
22 | t1 | Riding | Used when riding a chocobo. |
23 | t2 | Unused | Unused |
Notes
Using a motion group identifier outside of the usual range (0 -> 23) will result in the usage of a motion group from an entirely different model (whatever comes next in the PS2 file list).
If the character's model identifier is 0x006D????
(monster), the following conditions apply:
If the motion group identifier is 16 or higher, subtract it by 14.
If the motion group identifier is higher than 0 and lower than 16, set it to 1.
This is done because monsters usually only have motion groups for the battle area and unarmed combat.
You can use the character's model (e.g. Vaan
) to look up its referenced file name from this spreadsheet (e.g. c1004
) and then use that to look up the file suffix (e.g. e1
) from a motion group identifier (e.g. 16
) in the table above to know which PS2 file exactly is being loaded (e.g. c1004_e1
). This can help with checking whether the loaded motion group even exists.
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