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For a real "complete" list, go to the Data/lod-merged.zip file.

It has every animation for


every creature, including every stance. I think that's where this list came from.
Maybe that's more useful to you?
-------***********#################

Animations
Basics
The animations in the player tool can be customized. You can right click on any of the
animation buttons and edit the animation string.
The parameters in that are: animation,(duration),(animation to run),(speed to run), (loop)
(duration) is how much time to reserve for the action, given in seconds. If left empty, will
use the length of the animation.
(animation to run) is what custom animation to run, given as one of the strings from
below (activate,annoyed,atk_cast...)
(speed to run) is the relative speed to run the animation at. 1.0 is default speed, 0.5 half
speed 2.0 double speed and so on.
(loop) is either 1 to loop the animation or 0 to only run it once. Most animations that do
not have loop in their name look bad when looped.
These animation parts can be strung together with a semicolon ; in between.

Other things that can be put to animations


Also other activities besides animations can be put in the animation action buttons.
One can put on and disable modes:
Mode
stealth
detect
parry
power attack
improved power attack
counterspell

paramter
1=enabled 0=disabled
1=enabled 0=disabled
1=enabled 0=disabled
1=enabled 0=disabled
1=enabled 0=disabled
1=enabled 0=disabled

flurry of blows
rapid shot
combat expertise
improved combat expertise
defensive cast
dirty fighting

1=enabled 0=disabled
1=enabled 0=disabled
1=enabled 0=disabled
1=enabled 0=disabled
1=enabled 0=disabled
1=enabled 0=disabled

Thus to enable power attack use the following string: powerattack,1


Allow chaning facing:
facing duration(1.0), @+/- direction(current facing)
Thus to turn to face 90 degrees to left, use: facing,1.0,-90
To equip and unequip items:
equip tag-of-item-to-equip, slot-where-to-equip
unequip slot-from-where-to-unquip
Open/close/lock/unlock doors
open
close
lock
unlock

*, max-distance(10.0)
*, max-distance(10.0)
*, max-distance(10.0)
*, max-distance(10.0)

Thus to close nearest door at maxum 10 meters away use: close,*,10.0


To play one of the sound files:
sound sound-file-name
To have a pause between your actions
pause duration
To speak something:

speak string,volume(0)
To do a voice chat:
voice voice-id(34)
A comment
# anything
This thing does nothing, but is meant as reminder to self or such
example: #,This is just a comment

Examples
Thus to create a animation of thowing up arms and then down again put in:
animation,,throwarmsup,1.0,0;animation,,throwarmsloop,1.0,0;animation,,throwarmsdow
n,1.0,0
To lay down for 5 minutes and then get up:(both laydown and get up are also run slower
to make them look more natural)
animation,,laydownb,0.7,0;animation,300.0,proneb,1.0,0;animation,,standupb,0.7,0
To speak up, play a intimidate animation and then enable powerattack:
speak,I am going to hurt you so bad;animation,,Intimidate,1.0,0;powerattack,1
You can also use animation % to play the default idle animation, i.e. disable custom
animations, and *1attack01 or similar to do the attack animations. The * is used to
replace the current weapon model when playing the animation. Attack animations for all
creatures are 1attack01, 1attack02, damage01, damage02, death01, death2,
death03, dodge01, dodge02, idle, idlem, idlemrage, jumpback,
knockdownb, parry01, proneb, pronedamageb, pronedeathb, rage, run,
sneak, standupb, taunt, walk, walkback, walkinj, walkleft, walkright.
Then most races/genders/weapons have also equipw,unequipw, fidgetm01, cast,
conjure conjureloop, 1attack03, 1attack04, charge, cleave, disarm,
sneakattack, whirlwind, 2attack01, 2attack02 powerattack, multipleattack01,
multipleattack02, deflect.
Some have also kickcircle, kickflying, shotmany, shotrapid, shieldbash.

Few race/gender/weapon combinations have also 1attack01b, 1attack01c,


1attack02b, 1attack02c, 1attack03b, 1attack4b, 2attack01b, 2attack01c,
slingattack01, stunningfist, multiattack01c, multiattack01b.
You can also play the emotions in the game by using #emotion.

List of animations
Animation
activate
annoyed
atk_cast
atk_conjure
atk_conjureloop
attention
bardsong
bored
bow
bsd_cast
bsd_conjure
bsd_conjureloop
bsf_cast
bsf_conjure
bsf_conjureloop
bsl_cast
bsl_conjure
bsl_conjureloop
bss_cast
bss_conjure
bss_conjureloop
chuckle
clapping
collapseb
cooking01
cooking02
craft01
crying
curtsey
damage01
damage02
dance01

female
duration
1.36
5
2.03
1
1
2.53
2
16.03
3.93
1.33
1
2
1.33
1
2
1.33
1
2
1.33
1
2
2
3.46
2.26
5.83
4
5
8.16
1.33
1
1.06
4.06

male
duration
1.53
5
2
1
1
1.66
2
6.66
2.33
1.33
1
2
1.33
1
2
1.33
1
2
1.33
1
2
2
3.33
2.66
5.83
4
5
8.16
1.33
1
2
4

Description

Slow clapping

dance02
death01
death02
def_cast
def_conjure
def_conjureloop
dejected
disablefront
disableground
drink
drinkbeer
drinkbeerfidget
drinkbeeridle
drumrun
drunk
dustoff
eat

9.63
2.29
1.46
2
1
1
4.8
2.33
5
3
3.06
6
5
*
5
5.03
3.5

2
2.73
3.86
2
1
1
4.8
2
5
3
3.06
6
5
0.8
5
3.66
3

emo_amused

0.03

0.03

emo_angry

0.03

0.03

emo_annoyed

0.03

0.03

emo_depressed

0.03

0.03

emo_frown

0.03

0.03

emo_nervous

0.03

0.03

emo_scared

0.03

0.03

emo_smile

0.03

0.03

emo_smilebig

0.03

0.03

emo_surprised

0.03

0.03

emo_thoughtful 0.03

0.03

flirt
fluterun
forge01
forge02

7
0.8
3.36
3.36

4.26
*
3.4
3.36

run in place with drum in hand

very short use looped or with lenght


100.0 or more
very short use looped or with lenght
100.0 or more
very short use looped or with lenght
100.0 or more
very short use looped or with lenght
100.0 or more
very short use looped or with lenght
100.0 or more
very short use looped or with lenght
100.0 or more
very short use looped or with lenght
100.0 or more
very short use looped or with lenght
100.0 or more
very short use looped or with lenght
100.0 or more
very short use looped or with lenght
100.0 or more
very short use looped or with lenght
100.0 or more

gen_cast
gen_conjure
gen_conjureloop
getground
gethigh
gettable
guitarrun
idle
idlecower
idledrum
idlefidgetdrum
idlefidgetflute
idlefidgetguitar
idlefidgetnervous
idleflute
idleguitar
idleinj
intimidate
jumpback
kneelbow
kneelclutch
kneelclutchloop
kneeldamage
kneeldeath
kneeldown
kneelfidget
kneelidle
kneeltalk
kneelup
knighting
knockdownb
laugh
laydownb
liftsworddown
liftswordloop
liftswordup
listen
listeninjured
lookleft
lookleftback
lookleftloop
lookleftstart

2
1
1
1.83
2
2
*
11.66
4
3
3
5.33
5
9.5
3
5
2.66
3.06
1.6
2.59
1.06
5.23
1
1.43
1.36
5.19
2.59
5.19
1.36
*
1.13
2.5
3.33
1
4
1.16
16.03
5.33
5.63
0.6
4.43
0.6

2
1
1
1.66
2
2
0.8
5
3
3
3
5.33
5
9.5
3
5
5
5
1.66
2
1
1.66
1
1.5
1
4
2
4
1
12.6
1.66
2.5
2.33
1
4
1.16
15
5
5
1
3
1

hold sword up to knight someone

lookright
lookrightback
lookrightloop
lookrightstart
meditate
mjr_cast
mjr_conjure
mjr_conjureloop
nodno
nodyes
openchest
opendoor
openlock
openlockloop
playdrum
playflute
playguitar
point
proneb
pronedamageb
pronedeathb
pty_cast
pty_conjure
pty_conjureloop
raking
read
runafraid
runinj
salute
scratchhead
scrollrecite
search
shoveling
shrug
sigh
sitdeath
sitdrink
sitdrinkidle
siteat
sitfidget
sitgrounddown
sitgroundidle

5.63
0.6
4.43
0.6
2.66
2
1
1
1.6
1.6
3
1.9
3
2
4
2
1.86
1.66
2.66
1
1.29
2
1
1
3.59
6
0.83
0.83
2.33
2.16
4
11.73
2
1.5
3.56
2.46
2
2.66
5
5.33
2
4.66

5
1
3
1
5
2
1
1
1.5
1.5
2.66
2
2.33
1
3.73
2
2
2
2
1
1.53
2
1
1
3.59
4
0.8
0.8
2
2.16
4
6.66
2
1.5
3
2.06
2
2.66
5
5.33
2
4.66

sitgroundup
sitidle
sitread
sittalk01
sittalk02
sleightofhand
sneak
sp_lightning
sp_spray
sp_thrown
sp_touch
sp_turnundead
sp_warcry
standupb
talkcheer
talkforce
talkforce01
talkforce02
talkforce03
talkinjured
talklaugh
talknervous
talknormal
talknormal02
talkplead
talksad
talkshout
taunt
throwarmsdown
throwarmsloop
throwarmsup
tired
torchidle
torchlightfront
torchlightground
torchrun
torchturnl
torchturnr
torchwalk
torchwalkback
torchwalkleft
torchwalkright

1.33
2.66
5.33
5.33
5.33
1.76
1.66
2
2
1.9
1.66
1.66
2
3
6.66
6.66
2.16
2
3.66
5.33
6.66
6.66
16
16.03
6.66
6.66
6.66
6.26
0.66
3.16
0.83
5
11.69
2.16
2.16
0.83
*
*
1.26
*
*
*

1.33
2.66
5.33
5.33
5.33
1.76
1.33
2
2
1.83
1.66
1.66
2
2.66
6.66
6.66
2.16
2
3.66
5
6.66
6.66
15
15
6.66
6.66
6.66
5
0.66
3.16
0.83
5
8
4
4
0.8
0.8
0.8
1.33
1.33
1.33
1.33

run in place with tortch help high

toss
touchheart
turnl
turnr
useitem
victory
walk
walkback
walkdrum
walkflute
walkguitar
walkinj
walkleft
walkright
wave
waveshort
wildshape
worship
wounded
yawn

1.5
3
0.8
0.8
4
5
1.26
1.26
1.26
1.26
1.26
1.26
1.06
1.06
2.2
1.56
1.16
2.66
8.33
3.13

0
3
0.8
0.8
3
5
1.33
1.33
1.33
1.33
1.33
1.33
1.06
1.06
2
1.5
1.16
2
8.33
3

* These animations do not exist for females, thus do nothing


-----************#######@@@@@@@@@@@@@@!!!!!!!
----*******###########%%%%%%%%%%%%%%%%%
ANOTHER LIST OF ANIMATIONS:
I will break these down into groups by how they are defined:
ANIMATION_FIREFORGET:
The following will be called as such "ANIMATION_FIREFORGET_ACTIVATE".
_ACTIVATE
_BARDSONG
_BOW
_CHUCKLE
_COLLAPSE
_DODGE_DUCK
_DODGE_SIDE
_DRINK
_DRUMIDLEFIDGET
_FLUTEIDLEFIDGET

_GREETING
_GUITARIDLEFIDGET
_HEAD_TURN_LEFT
_HEAD_TURN_RIGHT
_INTIMIDATE
_KNEELDAMAGE
_KNEELDEATH
_KNEELFIDGET
_KNEELTALK
_LAYDOWN
_PAUSE_BORED
_PAUSE_SCRATCH_HEAD
_READ
_SALUTE
_SEARCH
_SPASM
_STANDUP
_STEAL
_TAUNT
_USEITEM
_VICTORY1
_VICTORY2
_VICTORY3
_WILDSHAPE
ANIMATION_LOOPING:
These animations would be called as such "ANIMATION_LOOPING_BOXCARRY".
_BOXCARRY
_BOXHURRIED
_BOXIDLE
_CAST1
_CONJURE1
_CONJURE2
_COOK01
_COOD02
_CRAFT01
_CUSTOM1
_CUSTOM2
_DANCE01
_DANCE02
_DANCE03
_DEAD_BACK
_DEAD_FRONT
_DRUMIDLE

_DRUMPLAY
_FLUTEIDLE
_FLUTEPLAY
_FORGE01
_GET_LOW
_GET_MID
_GUITARIDLE
_GUITARPLAY
_INJURED
_KNEELIDLE
_LISTEN
_LOOK_FAR
_LOOKDOWN
_LOOKLEFT
_LOOKRIGHT
_LOOKUP
_MEDITATE
_PAUSE
_PAUSE_DRUNK
_PAUSE_TIRED
_PAUSE2
_PRONE
_SHOVELING
_SIT_CHAIR
_SIT_CROSS
_SPASM
_TALK_FORCEFUL
_TALK_LAUGHING
_TALK_NORMAL
_TALK_PLEADING
_WORSHIP
ANIMATION_PLACEABLE:
These animations would be called as "ANIMATION_PLACEABLE_ACTIVATE".
_ACTIVATE
_CLOSE
_DEACTIVATE
_OPEN
These have been copied straight from the nwn2 toolset with the 1.11 update.

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