☼ Idle played when the entity is inactive, alive, not stunned nor grabbed, or simply in the class gallery
► If the class has multiple idle animations available, it has 1/3 chances to pick a secondary one ; it has 1/2 chances to keep the reselected animation, else it will make another selection cycle
► The entity automatically faces the opponent only if it is in idle animation
☼ Move front/back played when the entity advances/moves backwards on the ground
► In older versions of the game they were called front and back, but could be confused with the side and back attacks
☼ Neutral/Side/Back/Up/Down/Heavy the attack openers when the entity is counted as idle
► Each of these animation have their own follow ups with the same logic
► If the animation is empty, the action is not counted
☼ Jump played during airtime, the animation image depends on the vertical speed of the entity ; at 0 it takes the exact middle of the animation
► During a jump the entity doesn't flip around
► If absent the Idle animation is played instead, even if the entity is moving
☼ Land played when the entity lands from a significant height. Completely cosmetic as it doesn't interfere with other actions.
► However it has priority over idle and move, making a neat transition when landing & moving at the same time
► Like jump it doesn't face the opponent during land, but since it's cosmetic as it is counted as idle
► If absent is not played
☼ Spawn played at fight start/restart
► The hand may looks moving, but it's hitbox stays at the same spot ; because no combat is intended to act at this moment
► If the animation is empty, plays idle animations instead
☼ Death played when the entity reaches 0 HP
► Like for the spawn, the movement is cosmetic
► In certain cases the animation goes outside the camera or area bounds
► If the animation is empty, the entity simply stops being displayed
☼ Hit played when while entity is stunned, or during attack delays
► This animation is not really an animation as it picks a random animation image to be displayed at each separate stun duration
► If the animation is empty, plays idle animation instead
☼ Dodge played when the entity is dodging
► The animation is not really an animation as it picks an animation image depending on when the dodge is
► The last animation image is played at the middle of the dodge duration, then goes backward
► If the animation is empty, takes the last animation image from jump
► If the jump animation is also empty, takes the first animation image from the first idle
☼ Parry played when the entity is parrying
► The animation is not really an animation as it freezes at the second animation image
► Taking hits advances this animation but quickly returns toward the second animation image if not
► Stopping parrying makes the entity able to act only when it fully returns to the first animation image
☼ Dash right/left played when the entity is dashing
► Not yet implemented, but present in the game data
► Even if the class has dash animation, they aren't used in game
► If the animation is empty, plays move front/back animation instead
► They must be called Dash front/back but is not yet changed
☼ Selection played when the entity gets hovered by a player in the class selection menu
► If the animation is empty, takes the default idle cycling
☼ Selected played when the entity gets selected by a player in the class selection menu
► If the animation is empty, keeps the selection animation
► And thus if the selection animation is also empty, cycles between idle animations