Animation Events

Revision as of 19:52, 24 September 2014 by imported>Egocarib (thanks to DServant over at the Beth forums for figuring out this one)

This is a collection of registered animation events (for humanoid races; other races will be included eventually). Valid events are bolded.

  • Note: This page will eventually just be valid events and list order of events, but for now all registered events will be listed here.


Magic Animation Events

  • arrowDetach
  • attackStop
  • BeginCastRight
  • BeginCastLeft
  • BeginWeaponDraw
  • CastStop
  • DisableBumper
  • EnableBumper
  • InterruptCast
  • Magic_Equip_Out
  • MRh_Equipped_Event
  • MRh_PreSelfConOut
  • MRh_SpellFire_Event
  • MRh_WinEnd
  • MRh_WinStart
  • SprintStop
  • tailCombatIdle
  • tailCombatState
  • tailEquip
  • WeapEquip_Out
  • WeapEquip_OutMoving
  • weaponDraw


Concentration Spells

;Equipping
DisableBumper
tailEquip
weaponDraw
InterruptCast
arrowDetach
weaponDraw
Magic_Equip_Out
EnableBumper
tailCombatIdle

;Casting 
BeginCastRight
SprintStop
tailCombatIdle
MRh_PreSelfConOut
MRh_SpellFire_Event

;Stopped Casting
CastStop
tailCombatIdle

;Unequipping
DisableBumper
InterruptCast
arrowDetach
tailCombatIdle
weaponDraw
BeginWeaponDraw
WeapEquip_OutMoving
WeapEquip_Out
EnableBumper
tailCombatState
attackStop
tailCombatIdle

Fire & Forget Spells

;Equipping
DisableBumper
tailEquip
weaponDraw
InterruptCast
arrowDetach
weaponDraw
Magic_Equip_Out
EnableBumper
tailCombatIdle

;Hold/Ready
BeginCastRight
SprintStop
tailCombatIdle

;Release
MRh_SpellFire_Event
MRh_WinStart
MRh_WinEnd
MRh_Equipped_Event
CastStop
tailCombatIdle

;Unequipping
DisableBumper
InterruptCast
arrowDetach
tailCombatIdle
weaponDraw
BeginWeaponDraw
WeapEquip_OutMoving
WeapEquip_Out
EnableBumper
tailCombatState
attackStop
tailCombatIdle

Shouts

;animation event at the beginning of a shout
BeginCastVoice


Weapon Animation Events

Bows

;A quick bowshot (a single click of the mouse)
bowDraw
SoundPlay.WPNBowNockSD
BowZoomStop
arrowAttach
SoundPlay.WPNBowPullLPM
bowDrawStart
bowDrawStart
InitiateWinBegin
SoundStop.WPNBowPullLPM
BowRelease
arrowRelease
tailCombatIdle
AttackWinStart
bowEnd
attackStop
tailCombatIdle
HeadTrackingOn
tailCombatState
BowZoomStop
bowReset
arrowDetach
attackStop

;A longer but not full draw shot
bowDraw
SoundPlay.WPNBowNockSD
BowZoomStop
arrowAttach
SoundPlay.WPNBowPullLPM
bowDrawStart
bowDrawStart
InitiateWinBegin
InitiateWinEnd
SoundStop.WPNBowPullLPM
arrowRelease
BowRelease
tailCombatIdle
AttackWinStart
bowEnd
attackStop
tailCombatIdle
HeadTrackingOn
tailCombatState
BowZoomStop
bowReset
arrowDetach
attackStop

;A full draw, held for a moment, then fired
bowDraw
SoundPlay.WPNBowNockSD
BowZoomStop
arrowAttach
SoundPlay.WPNBowPullLPM
bowDrawStart
bowDrawStart
InitiateWinBegin
InitiateWinEnd
SoundStop.WPNBowPullLPM
BowDrawn ;-> Only actives on a full draw
tailCombatIdle
SoundStop.WPNBowPullLPM
;---The bow is fully drawn here and being held. Next line is after you release the mouse button.---
arrowRelease
BowRelease
tailCombatIdle
AttackWinStart
bowEnd
attackStop
tailCombatIdle
HeadTrackingOn
tailCombatState
BowZoomStop
bowReset
arrowDetach
attackStop

Swords (One handed)

;Blocking
tailCombatIdle
SoundPlay.NPCHumanCombatShieldBlock
blockStartOut ; The actual block animation.
tailCombatIdle
SoundPlay.NPCHumanCombatShieldRelease
blockStop

;Simple weapon swing
PowerAttack_Start_End
HeadTrackinOff
preHitFrame
weaponSwing ; Will register the moment the swing starts
HitFrame
CastOkStart
AttackWinStart
AttackWinEnd
attackStop
HeadTrackingOn
CastOkStop
tailCombatState
tailCombatIdle

;Power attacks
PowerAttack_Start_End
HeadTrackingOff
preHitFrame
CastOkStop
InterruptCast
preHitFrame
slowdownStart
weaponSwing
HitFrame
00NextClip ; Standing Power attack animation
AttackWinStart
AttackWinStart
attackStop
AttackWinEnd
HeadTrackingOn
tailCombatState
tailCombatIdle
attackStop

;The next series of power attacks have the same sequence and anim event to trigger them. When doing a left, right, backwards, or forward power attack.


tailCombatLocomotion ; moving while in combat state
PowerAttack_Start_End
HeadTrackingOff
preHitFrame
CastOkStop
InterruptCast
preHitFrame
weaponSwing
HitFrame
PowerAttackStop ; This will register when the power attack starts.
tailCombatIdle
HeadTrackingOn
tailCombatState
attackStop
tailCombatLocomotion
attackStop


Movement & World Interaction Events

Sneaking:

  • Non-combat:
    • Enter sneaking while standing: tailSneakIdle
    • Enter sneaking while moving: tailSneakLocomotion
    • Leave sneaking while standing: tailMTIdle
    • Leave sneaking while moving: tailMTLocomotion


  • During Combat:
    • Enter sneaking while standing: tailSneakIdle
    • Enter sneaking while moving: tailSneakLocomotion
    • Leave sneaking while standing: tailCombatIdle
    • Leave sneaking while moving: tailCombatLocomotion


  • Important: You'll need to track the player's Sneak state in your script, because the "enter sneaking" events will re-fire if the player jumps or falls and you may not want your script to react to every event. Relatedly, if the terrain is a bit irregular, the sneaking events may re-fire even if the character is standing still and the camera simply moves to the left/to the right.


Water Events:

  • Player Entering Water: SoundPlay.FSTSwimSwim (can be sent repeatedly if "treading water" near surface. Also sometimes will be sent even when deep underwater)
  • Player Exiting Water: MTState