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predefined_animation_names

Predefined Animation Names


In RPG in a Box, some animation names are connected to certain behaviors and scenarios. For example, when a character moves from one tile to another, the game will automatically trigger the “walk” animation for that character (if it exists).

When defining a new animation from the “Add Animation” dialog, you can click the button with the magnifying glass to easily pick from a list of supported names. Refer to the tables below (divided by entity type) for explanations of when each of these predefined animations gets triggered.

Characters

NameDescription
idlePlays whenever the character is standing still and no other animations are active. The animation type for this would typically be “Loop” or “Ping Pong”. If an “idle” animation is not defined, the model's first frame will be displayed.
walkPlays whenever the character is moving from one tile to another. The animation type for this would typically be “Loop” or “Ping Pong”.
interactPlays whenever the character interacts with an object.
attackPlays whenever the character executes an attack during combat. The animation type for this would typically be “Once” or “Ping Pong Once”.
spawnPlays whenever the character is added to a map using the Add Character scripting function.
hitPlays whenever the character takes damage, for example during combat or from a hazardous trap.
deathPlays whenever the character is killed/destroyed during combat or other hazardous situation.
revivePlays whenever the character is revived using the Revive Character scripting function.
climbPlays whenever the character is climbing a climbable tile. The first frame of the animation is displayed when initially grabbing onto the tile.
pushPlays whenever the character is pushing an object. The first frame of the animation is displayed when initially grabbing the object.
pullPlays whenever the character is pulling an object. If a “pull” animation is not defined for the character, the “push” animation will be used instead.
walk_<dir>Plays whenever the character walks in the corresponding direction, with <dir> being one of the four cardinal directions. This is typically used in conjunction with the “Two-Dimensional” setting (see Model Properties) to provide different views of the character based on the direction they're moving. Possible names are “walk_north”, “walk_south”, “walk_west”, and “walk_east”.
idle_<dir>Plays whenever the character is standing still and is facing in the corresponding direction, with <dir> being one of the four cardinal directions. This is typically used in conjunction with the “Two-Dimensional” setting (see Model Properties) to provide different views of the character based on the direction they're moving. Possible names are “idle_north”, “idle_south”, “idle_west”, and “idle_east”.
attack_<dir>Plays whenever the character executes an attack and is facing in the corresponding direction, with <dir> being one of the four cardinal directions. This is typically used in conjunction with the “Two-Dimensional” setting (see Model Properties) to provide different views of the character based on the direction they're moving. Possible names are “attack_north”, “attack_south”, “attack_west”, and “attack_east”.

Tiles

NameDescription
defaultPlays as soon as the map is loaded. The animation type for this would typically be “Loop” or “Ping Pong” and is useful for liquid-based tiles like rivers and lava. If a “default” animation is not defined, the model's first frame will be displayed.
spawnPlays whenever the tile is added to a map using the Add Tile scripting function.

Objects

NameDescription
defaultPlays as soon as the map is loaded. The animation type for this would typically be “Loop” or “Ping Pong” and is useful for objects with continuous movement like campfires, windmills, etc. If a “default” animation is not defined, the model's first frame will be displayed.
spawnPlays whenever the object is added to a map using the Add Object scripting function.
movePlays whenever the object is configured as a vehicle and is being moved by the player or when the object is a projectile that has been fired.
attackPlays whenever the object is configured as a vehicle and the player attacks an enemy.
move_<dir>Plays whenever the object is configured as a vehicle and is being moved by the player in the corresponding direction, with <dir> being one of the four cardinal directions. Possible names are “move_north”, “move_south”, “move_west”, and “move_east”.
predefined_animation_names.txt · Last modified: 2024/10/18 11:10 by justin