AnimationClip Events - DivineDragonFanClub/Lythos GitHub Wiki
This document covers the animation events used in Fire Emblem Engage's animations.
Event Index
Expression (表情)
Play a facial expression for the character.
Parameters
string: Facial expression nameint: Index in AC_Face AnimatorController (appears to be unused)
Notes
While all of the game's 表情 (Expression) events have both parameters, it seems (from reading the code and through experimentation) that only the string is actually used. The int happens to correspond to the index of the corresponding position of the string in the AC_Face AnimatorController's list of facial animation clips. The animation editor provides a dropdown of known facial expressions to use taking from this list.
Attack Voice (音攻撃ボイス)
Play the character's attack voice clip.
Parameters
string: Voice clip name (e.g.,V_Attack_H,V_Attack_H_RoyEngage,V_Attack_L,V_Engage_Attack)int: Usually0, but1for most Engage attack animations (purpose unclear)
Notes
The game takes the string as the event, and sets a switch for the name of the character. If the string provided is V_Attack_L, the resulting Wwise event is V_Attack_L with a person switch Misutira, V_Attack_L, switch Marth, V_Attack_L, switch ENEMY_F2, etc.
Critical Voice (音必殺ボイス)
Plays the character's critical attack voice clip.
Parameters
int: Always1in game events (purpose unknown)
Notes
Unlike the normal attack voice clip, this doesn't need a string parameter.
Generic Sound (音汎用)
Plays the sound clip specified in the string parameter.
Parameters
string: Sound clip nameint: Purpose unknown
Voice Sound (音ボイス)
Triggers specific voice lines during combat animations.
Parameters
string: Voice line identifier (see game Animation Clips for examples)float: Always 0.0int: Always 1
Notes
Most common in Special1 animations (Ler character attacks). Used in Win, Engage, and Critical animations. Character-specific voices appear in unique animations.
Hit (命中)
Tell the game an attack connected.
Parameters
string: Describes the type of hit in Japanese (appears to be superfluous)int: Packed value containing:- Hitstop Scale:
One,Half,Quarter,Zero(controls freeze duration on hit) - Slash Type:
Slash,Sting,Blow,Undisplay,Magic(affects sound? and particles) - Slash Direction: Normalized Vec3 (for Slash type, creates the glowy line effect)
- Hit Hand Type: Integer value (purpose TBD)
- Is Dummy: Boolean flag (if true, not the "actual" attack)
- Hitstop Scale:
Notes
Use the editor to set these values. For example, the swordmaster critical animation makes three stabbing actions that the enemy responds to, but two of them are marked as Is Dummy.
Weapon Animation (武器アニメ)
Plays an animation on the character's equipped weapon.
Parameters
string: Animation name (Open,Close,OpenHold,OpenLoop)int: Corresponds to string (0, 1, 2, 3 respectively) but appears unused
Notes
While all of the game's 武器アニメ (Weapon animation) events have both parameters, it seems (from reading the code and through experimentation) that only the string is actually used.
Generic Object (汎用Object)
While the name of the function implies that it would be used for various purposes, in reality, it is only ever used to provide a reference PrefetchedCurve_Bridge object.
Parameters
string: AlwaysPCin game events
Notes
This lets the game preload the PrefetchedCurve_Bridge object, which is used for weapon trails.
Weapon Trail Begin (武器軌跡始)
Starts the weapon trail effect.
Parameters
float: Purpose unknownint: Purpose unknown
Notes
This requires the existence of a 汎用Object (Generic Object) with the proper setup. A single animation clip can have multiple start and end events for weapon trails.
Weapon Trail End (武器軌跡終)
Ends a weapon trail that was started by Weapon Trail Begin.
Parameters
None
Left Hand Trail Begin (左手軌跡始)
Starts a weapon trail effect for the left hand.
Parameters
float: Unsure what this is used for.int: Unsure what this is used for.
Notes
Requires proper PrefetchedCurve_Bridge setup like regular weapon trails.
Left Hand Trail End (左手軌跡終)
Ends a left hand weapon trail that was started by Left Hand Trail Begin.
Parameters
None
Throw Weapon (武器放り投げる)
Makes the character throw their weapon, primarily used in death animations.
Parameters
float: Purpose unclear, 8.0 and 5.0 are seen used.
Opponent Dodge (相手回避)
Defines when the opponent would start dodge this particular attack, if the attack misses.
Parameters
None
Opponent Action (相手動作)
Plays an animation on the opponent.
Parameters
string: Animation name (onlyReadyis used in game events)
Heavy Motion Begin (重い動作始)
Marks the start of a heavy motion sequence.
Parameters
None
Notes
See also: Heavy Motion End
Heavy Motion End (重い動作終)
Marks the end of a heavy motion sequence.
Parameters
None
Notes
These events always come in a start/end pair. Their function is unclear, but heavy motion/light movement motion speed is set in
Combat.CharacterGameStatus$$ImportImpl 71027e0c80
Quick Motion Begin (素早い動作始)
Marks the start of a quick motion sequence.
Parameters
None
Notes
Similar to Heavy Motion Begin/End but for fast movements. Always paired with Quick Motion End.
Quick Motion End (素早い動作終)
Marks the end of a quick motion sequence.
Parameters
None
Notes
These events mirror the Heavy Motion pattern but are used for fast/agile movements.
Afterimage Begin (残像始)
Starts an afterimage effect for dramatic motion.
Parameters
None
Afterimage End (残像終)
Ends an afterimage effect started by Afterimage Begin.
Parameters
None
Jump (ジャンプ)
Controls character jumping behavior with complex parameters packed into the int value.
Parameters
float: Landing time duration (in seconds?)int: Packed value containing:- Landing point position
- Is grounding flag
- Jump curve type (9 different curve types)
- Jump curve power
Jump Curve Types
Linear, Accel, Decel, AccelDecel, DecelAccel, EasyIn, EasyOut, EasyInOut, EasyOutIn
Further testing is needed to figure out what exactly the above curve types are.
Landing (着地)
Handles character landing with an offset value. Unsure how this relates to Jump, but this event is always paired with a jump.
Parameters
float: Landing offset value
Replay Jump (再生ジャンプ)
Special animation looping? control used exclusively in Marth's Special1 animations.
Parameters
int: Purpose unclear
Usage Pattern
- Used only in Marth's Special1 animations
- Always paired with Replay Landing events
Notes
Look at Combat.ActionAttack$$<EnterAttack>b__23_0 7102bc34b0 and Combat.ActionAttack$$<EnterAttack>b__23_2 7102bc3710 if you're interested in figuring how this might be used.
Replay Landing (再生着地)
Marks restart point for animation loops, paired with Replay Jump events.
Parameters
int: Purpose unclear.
Usage Pattern
- Used only in Marth's
Special1animations
Notes
Look at Combat.ActionAttack$$<EnterAttack>b__23_0 7102bc34b0 and Combat.ActionAttack$$<EnterAttack>b__23_2 7102bc3710 if you're interested in figuring how this might be used.
Foot Events
These events signal when feet leave or touch the ground, probably used for footstep sounds and effects.
Left Foot Up (左足上昇)
Signals when the left foot leaves the ground.
Left Foot Down (左足接地)
Signals when the left foot touches the ground.
Right Foot Up (右足上昇)
Signals when the right foot leaves the ground.
Right Foot Down (右足接地)
Signals when the right foot touches the ground.
Parameters
float: Always 0.5 (purpose unclear)
Quadruped Foot Events
Left Front Foot Up (左前足上昇)
Signals when the left front foot leaves the ground.
Left Front Foot Down (左前足接地)
Signals when the left front foot touches the ground.
Right Front Foot Up (右前足上昇)
Signals when the right front foot leaves the ground.
Right Front Foot Down (右前足接地)
Signals when the right front foot touches the ground.
Left Rear Foot Up (左後足上昇)
Signals when the left rear foot leaves the ground.
Left Rear Foot Down (左後足接地)
Signals when the left rear foot touches the ground.
Right Rear Foot Up (右後足上昇)
Signals when the right rear foot leaves the ground.
Right Rear Foot Down (右後足接地)
Signals when the right rear foot touches the ground.
Parameters
float: Always 0.5 for all quadruped foot events
Notes
Used exclusively for rider animations and flying units. These provide quadruped footstep timing for mounted characters and creatures.
Wing Flap (羽ばたき)
Controls wing flapping animations for flying units.
Parameters
float: Flap intensity? 1.0 and 0.5 values are used in the game.
Reins (手綱)
Controls rein grab/release actions for mounted units.
Parameters
int: 0 or 1
Camera (カメラ)
Switches to a specific combat camera during the animation.
You can preview what the camera is seeing via Divine Dragon -> Animation Tools -> Camera Preview. Note that we do not support the actual different camera names.
Note that the current implementation of the Camera does not handle tilt correctly.
Parameters
string: Camera name (from combatcameras bundle)int: Bit flags:- Bit 0: For Self
- Bit 1: For Enemy
- Bit 3: Inverse camera
Restore Camera (カメラ戻す)
Restores the camera to its original position, ending any active Camera event.
Parameters
None
Armor Vibration (アーマー振動)
Vibration effect for armored units.
Parameters
float: The float parameter's purpose is unknown, but the game uses values of 0.0 and 1.0
Screen Shake (画面揺れ)
Shakes the camera/screen.
Parameters
float: Shake intensity (0.1 to 1.0)
Notes
Used for powerful attacks and impacts.
Fade (フェード)
Fades the screen for special effects.
Parameters
float: Duration in secondsint: Fade type (0 = fade to black, 1 = fade to white, 2 = fade in from current fade)
Notes
Used for special effects
Radial Blur (ラジアルブラー)
Apply the radial blur effect.
Parameters
float: Blur intensity?
Background Darkness (背景暗さ)
Controls background darkness.
Parameters
float: Darkness levelint: Darkness settings
Attack Possible Range (攻撃可能範囲)
Defines the valid distance range for using this attack animation. Exactly purpose unclear.
Parameters
int: Near range (divided by 10000.0f)float: Far range
Notes
The game uses this to select appropriate animations based on distance to target.
Particle (パーティクル)
Spawns a particle effect.
Parameters
object: Particle prefab reference (must be an addressable)string: Spawn locationint: Particle settings
Delete Particle (パーティクル削除)
Removes an active particle effect.
Parameters
object: Particle system referencestring: Particle name to delete
Ground Surface Particle (地面パーティクル)
Plays a ground surface particle effect.
Parameters
string: Locationint: Options
Hit Particle (命中パーティクル)
Spawns impact particle effects at specific locations.
Parameters
object: Particle system reference (external asset)string: Transform reference? (">lookAt_loc")float: Always 0.0
Notes
Unclear how this is different from the normal particle event.
Forward Cancel (前キャンセル)
Marks the point where the forward cancel is in the animation. Purpose unclear.
Parameters
None
Forward Rush Cancel (突進前キャン)
Marks the point where the forward rush cancel is in the animation. Purpose unclear.
Parameters
None
Backward Cancel Begin (後キャン始)
Marks the start of the backward cancel in the animation. Purpose unclear.
Parameters
None
Backward Cancel End (後キャン終)
Marks the end of the backward cancel in the animation. Purpose unclear.
Parameters
None
Run Speed (Run速度)
Sets the character's run speed. Optional and used in RunLoop animations only.
Parameters
float: Speed value. In the game's events, this goes from as low as5for armored units to12for Wing units, to20for cavalry.
Look At Rate (注目率)
Controls look-at behavior (purpose needs investigation).
Parameters
float: Unknownint: Unknown
Shooting Event (発射)
Marks when a ranged attack projectile is fired. Not yet investigated.
Transition Time (遷移時間)
Controls animation transition timing (needs further investigation).
Parameters
float: Time value
World Time (ワールド時間)
Controls world time scale for slow motion effects.
Parameters
float: Time scale (1 = normal, <1 = slow motion)int: Might be for who this event is for?
Notes
Some events still run in realtime even when world time is slowed.
Magic Action 1 (魔法動作1)
Triggers magic-related actions.
Parameters
None
Notes
Simple event with no parameters. Used in magical attack animations.
Magic Action 2 (魔法動作2)
Triggers magic-related actions.
Parameters
None
Notes
Second magic action type, used in sequence with Magic Action 1 and 3.
Magic Action 3 (魔法動作3)
Triggers magic-related actions.
Parameters
None
Notes
Third magic action type, completes the magic action sequence.
Hide (姿を隠す)
Controls character model visibility for special effects.
Parameters
int: 0 = Show model, 1 = Hide model
Notes
Used for dramatic effects in corrupted death animations (disappearing) and teleportation attacks (vanishing/reappearing).
Death Fall (死亡落下)
Controls character death fall behavior with encoded position data.
Parameters
int: Encoded Float XZ coordinates controlling fall direction/distance
Notes
The integers are encoded FXZ coordinates using the ItoFXZ function.
Use the editor provided by the Event Viewer to set this.
Foot IK (FootIK)
Enables precise foot IK control during combat animations.
Parameters
int: 1 = Enable IK, 0 = Disable IK (assumed, this could be flipped?)
Body Standardization (体格標準化)
Unclear what this is used for.
Parameters
None (all parameters always 0)
Usage Pattern
- Used exclusively in Special1 animations.
Notes
Needs investigation.
Hit Direction (Vec3 命中方向)
Specifies the direction of a hit impact.
Parameters
- Encoded Vec3 direction (quantized)
Hit Position (Vec3 命中位置)
Specifies the position where a hit connects.
Parameters
- Encoded Vec3 position (quantized)
Local Shoot Position (Vec3 発射位置)
Specifies the local position where a projectile spawns.
Parameters
- Encoded Vec3 position (quantized)
Local Shoot Position SP (Vec3 SP)
The game allows for alternative shoot position event with a string name of SP. As far as I can tell, it is never used?
Parameters
- Encoded Vec3 position (quantized)
Root After Movement (Vec3 ルート移動後)
Marks the root position at the end of the animation clip.
Parameters
- Encoded Vec3 position (quantized)
Move Node (Vec3 ノード移動)
Unclear what this is used for exactly.
Parameters
- Encoded Vec3 position (quantized)