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.
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.
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