Std Motion Read

Signature

void stdmotionread(int motionGroupId); //id:0x0118

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.

IdentifierFile SuffixNameDescription

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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