Overview

This file controls the sequence table used for specifying events during certain animation frames, such as when using skills.

A sequence is divided into multiple lines in this file to define each frame in the animation and to determine which event to use during a specific frame.

Data Fields

sequence – Establishes the Monster Sequence index. An entire monster sequence can be composed of multiple sequence lines, which means that each line needs to have matching “sequence” fields and must be in contiguous order.

mode – Defines which monster mode animation to use for the sequence

CodeDescription
DTDeath
NUNeutral
WLWalk
GHGet Hit
A1Attack 1
A2Attack 2
BLBlock
SCCast
S1Skill 1
S2Skill 2
S3Skill 3
S4Skill 4
DDDead
GHKnockback
xxSequence
RNRun

frame – The in-game frame number for the animation. For the first line in the sequence, this value will establish where the starting frame for the animation. These values should be in contiguous order for the sequence.

dir – Defines the numeric animation direction that the frame use. Most animations have between 8 to 64 maximum directions.

event – Defines what type of event will be used when the frame triggers

CodeDescription
0No event, do nothing
1Do Melee attack
2Do Missile attack
3Play a sound
4Use a Skill