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One other note for "L" types: the WEAPONSCALE property in appearance.2da does scale the weapon visually but does not add any additional range to melee attacks - the game assumes you've sized the creatures combat distance accurately to the weapon they (usually) weild, eg a Balor with his Greatsword.
Actions that do not work:
- ActionSit will fail for S and L model types
Animations that do not play:
- Talking overlay animations won't ever play for S and L creatures
- Potion and Read Scroll animations when using items will just play creadyr - the "cast" part does work though (ie pointing outwards usually) utilising ccastout. Grenades do mostly work as intended though and use an attack animation ca1slashr and properly throw the projectile.
- Many emotes will default back to "cpause1" instead of playing
- There is only one knockdown/death animation
- You can only have 1 casting animation plus the creature special one
- And many many more limitations
but with these limitations comes a lot faster animation set to make.
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Animation Name | Title | Equivalent Full Animation | Length | Example Animation Length (30FPS) | Base/ Overlay | Type | Animroot | nwscript PlayAnimation constant | Example Picture | Description / Notes | ||||||||
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cpause1 | Pause | pause1 | 3 | 90 | Base | Loop | This is the animation a creature does when it its not actively engaged in combat or threatened. Generally the creature looks around a bit, shifts somewhat, wags it’s tail etc | |||||||||||
Walk and Run | ||||||||||||||||||
cwalk | Walk | walk | 1.9333 | 40 | Base | Loop | This is the animation of the creature walking | |||||||||||
crun | Running | run | 1 | 30 | Base | Loop | This is the animation of the creature running | |||||||||||
Emotes | ||||||||||||||||||
ctaunt | Taunt | taunt | 1 | 30 | Base | FNF | ANIMATION_FIREFORGET_TAUNT | The creature taunts a foe. This can be laughing or doing something intimidating like growling going up on it’s haunches. | cspasm | Combat spasm | spasm | 20 | Base | FNF and Looping | ANIMATION_FIREFORGET_SPASM ANIMATION_LOOPING_SPASM | When damaged usually | ||
cgetmid | Get something - mid | 15 | ANIMATION_LOOPING_GET_MID ANIMATION_LOOPING_GET_LOW | There is no "get low" and this is used for all "get" animations | ||||||||||||||
cgetmidlp | Get something - mid - loop | 1 | ANIMATION_LOOPING_GET_MID ANIMATION_LOOPING_GET_LOW | There is no "get low" and this is used for all "get" animations | ||||||||||||||
chturnl | head turn left | hturnl | 30 | ANIMATION_FIREFORGET_HEAD_TURN_LEFT | ||||||||||||||
chturnr | head turn right | hturnr | 30 | ANIMATION_FIREFORGET_HEAD_TURN_RIGHT | ||||||||||||||
Attacks | ||||||||||||||||||
creadyr | Ready to attack - right | Various "readyr" | 60 | The creature is in combat but not actively dodging or attacking at the moment. It’s a passive animation of sorts of the creature in a combat stance. Generally a bit of shifting about, head moving and arms raised defensively is appropriate. | ||||||||||||||
creadyl | Ready to attack - left | Various "readyl" | 60 | The creature is in combat but not actively dodging or attacking at the moment. It’s a passive animation of sorts of the creature in a combat stance. Generally a bit of shifting about, head moving and arms raised defensively is appropriate. | ||||||||||||||
ca1slashl | Attack: default claw attack, slash left | Various "readyr" | 45 | Also used for ranged bows on simple creatures (when doing a left stance), and replaces nwkickl. | ||||||||||||||
ca1slashr | Attack: default claw attack, slash right | 45 | Also used for ranged bows on simple creatures (when doing a right stance), and thrown weapons (eg; shurikens), and replaces nwkickr. | |||||||||||||||
ca1stab | Attack: default bite ("stab") attack | 45 | Also replaces nwkicks. | |||||||||||||||
cclosel | Attack: Close - Low | 30 | If targets appearance.2da TARGETHEIGHT value is "L" uses this attack if "close". Also used if target is knocked down. Also used for ranged bows if required (if same situation). | |||||||||||||||
ccloseh | Attack: Close - High | 30 | If targets appearance.2da TARGETHEIGHT value is "H" uses this attack if "close". Also used for ranged bows if required. | |||||||||||||||
creach | Attack: Reach. Attack when target is far away | 30 | The creature lunges to attack a foe farther away then normal. | |||||||||||||||
cparryr | Parry - incoming attack from right | 30 | The creature parries an attack form it’s right. | |||||||||||||||
cparryl | Parry - incoming attack from left | 30 | The creature parries an attack form it’s left. Also used if "shield parry" would otherwise be used. | |||||||||||||||
Dodge | ||||||||||||||||||
cdodgelr | Dodge Large attack (duck down) | dodgelr | 30 | Creature dodges an attack by ducking to the ground, It’s not generally reasonable for creature that are larger than man sized of for those with shapes that are not conducive to ducking. In such case, do something similar to cdodges described below. | ||||||||||||||
cdodges | Dodge Side attack (Sidestep) | dodges | 30 | reature evades an attack by stepping back and to the side. | ||||||||||||||
Damage | ||||||||||||||||||
cspasm | Combat spasm | spasm | 20 | Base | FNF and Looping | ANIMATION_FIREFORGET_SPASM ANIMATION_LOOPING_SPASM | Previous documentation suggests this is used as a damage animation unlike "Full" which doesn't. Needs further testing. Possibly just spell damage triggers it. | |||||||||||
cdamagel | Damage from left | damagel | 10 | The creature has been struck from the left side of it’s body. A shrug from the impact is an appropriate animation. | ||||||||||||||
cdamager | Damage from right | damager | 10 | the creature has been struck from the right side of it’s body. A shrug from the impact is an appropriate animation. | ||||||||||||||
cdamages | Damage from middle (stab) | damages | 10 | Somebody has thrust a weapon at the creature straight into it’s chest. Animation should be a recoiling shrug. This is also used if damaged from the back (no equivalent to "damageb" from Full) | ||||||||||||||
Combat Steps | ||||||||||||||||||
ccwalkf | Combat Motion Forwards | cwalkf | 15 | A full forward step like a creature would do in the middle of combat. | ||||||||||||||
ccwalkb | Combat Motion Backwards | cwalkb | 15 | A full backwards step like a creature would do in the middle of combat. | ||||||||||||||
ccwalkl | Combat Motion Left | cwalkl | 15 | A combat move to the left. Often a hop or a jump. | ||||||||||||||
ccwalkr | Combat Motion Right | cwalkr | 15 | A combat move to the right. Often a hop or a jump. | ||||||||||||||
ccturnr | Combat Motion Turning | cturnr | 15 | Same animation for both right (default) or left (plays in reverse). | ||||||||||||||
Knockdown and Death | ||||||||||||||||||
ckdbck | Knockdown: Fall Back | kdbck | 30 | Creature is knocked down to a Prone position. animation should start at the normal ready position and end with the creature in a prone position. | ||||||||||||||
ckdbckps | Knockdown: Prone stance | kdbckps | 10 | This is a looping animation of the creature laying prone. It should start with the prone pose and end with the prone pose with nothing in between. | ||||||||||||||
ckdbckdmg | Knockdown: Back, Damaged | kdbckdmg | 20 | This animation is played when the prone creature is hit. It should start with the prone pose, end with the prone pose and someplace in the middle have a shrug. | ||||||||||||||
cguptokdb | Knockdown: Getting up then knocked down again | guptokdb | 30 | This rarely used animation is for when a creature is knocked prone, begins to get back up and is again knocked prone. It needs to start and end with the prone pose. In the middle should be the poor beasts feeble attempt to stand back up. | ||||||||||||||
cgustandb | Knockdown: Stand up | gustandb | 30 | This animation is simply the creature transition from starting Prone and going back up to Ready. Doing it well is among the most challenging animations. | ||||||||||||||
ckdbckdie | Death: Back | kdbckdie | 30 | There is no "Dead: Front" for simple creatures, unlike Full creatures. This animation plays when a creature is killed. Please note that when a creature is killed, the knocked down animation in played prior to this one. This animation should take a creature from the Prone position to the Dead position, NOT from Ready to Dead. If you make this animation Ready to Dead, when the creature is killed, he will fall down, stand back up and than fall down dead. It looks bad, don’t do it. HOWEVER… many people do make the Prone pose and the Dead pose the same. If you want to do this, make sure this animation is Prone / Dead to Prone / Dead with nothing in between (no transition from prone to dead is needed if there are going to be the same). | ||||||||||||||
cdead | Dead loop | dead | 1 | This is a looping animation of the creature being dead. Whenever you see a dead creature laying on the ground in NWN, it’s this animation over and over again. It should start with Dead pose and end with Dead pose EXACTLEY THE SAME. Noting in between. Nothing worse then a dead creature jerking and shaking as this animation loops. | ||||||||||||||
Spells | ||||||||||||||||||
cconjure1 | Conjuration | conjure1 | 43 | Base | Loop | Used for both "head" and "hand" animation choices in ConjAnim spells.2da | ||||||||||||
ccastoutlp | Cast: outwards motion (loop) | castoutlp | 30 | Base | Loop | Used for all CastAnim except "creature" in spells.2da | ||||||||||||
ccastout | Cast outwards motion | castout | 15 | Base | FNF | Used for all CastAnim except "creature" in spells.2da | ||||||||||||
cspecial | Cast: Creature | special | Base | Loop | Used if Cast Animation is set to "creature". This is used for Mind Flayer special abilities and since there is no windup animation it is just a constant loop and hasn't got a conjuration time or animation set. | |||||||||||||
VARIOUS | Cast: Attack | VARIOUS | Base | FNF | See full table for more information on this. Used for Arcane Archer abilities usually, and "L" get to use their bows so can also use this animation, else it uses ca1stab.
| |||||||||||||
cappear | Appear | appear | 60 | Base | EffectAppear and EffectDisappearAppear. | Most creatures use "pause" for this. Only Dragons, birds etc. use it properly. Used by EffectAppear and EffectDisappearAppear. | ||||||||||||
cappear2 | Appear: 2 | appear2 | Base | EffectAppear and EffectDisappearAppear. | Most creatures use "pause" for this, Beholders use this to float upwards rather than floating downwards, added in HotU and as a parameter the different effects. | |||||||||||||
cdisappear | Disappear | disappear | 60 | Base | EffectDisappear and EffectDisappearAppear. | Most creatures use "pause" for this. Only Dragons, birds etc. use it properly. Used by EffectDisappear and EffectDisappearAppear. | ||||||||||||
cdisappear2 | Disappear: 2 | disappear2 | Base | EffectDisappear and EffectDisappearAppear. | Most creatures use "pause" for this, Beholders use this to float downwards rather than floating upwards, added in HotU and as a parameter the different effects. | |||||||||||||
cdisappearlp | Disappear (loop) | disappearlp | 60 | Base | EffectDisappearAppear | Most creatures use "pause" for this. Only Dragons, birds etc. use it properly. Used by EffectDisappearAppear. | ||||||||||||
Limited Only | ||||||||||||||||||
cdodgelr | big dodge | dodgelr | 30 | It is also noted above as usual "Dodge" but this replaces some of the parry effects (like how having a bow usually does). | ||||||||||||||
cdodges | small dodge | dodges | 30 | It is also noted above as usual "Dodge" but this replaces some of the parry effects (like how having a bow usually does). | ||||||||||||||
bowrdy | Bow: ready to attack | bowrdy | 30 | Bow is ready to fire. Not all "L" animation sets include this, primarily Driders seem to. | ||||||||||||||
bowshot | Bow: Attack shoot | bowshot | 30 | |||||||||||||||
xbowrdy | Crossbow: ready to attack | xbowrdy | 30 | Crossbow is ready to fire. Not all "L" animation sets include this, primarily Driders seem to. | ||||||||||||||
xbowshot | Crossbow: Attack shoot | xbowshot | 30 | |||||||||||||||
xbowr | Crossbow: Idle Pause | xbowr | 60 |
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