Appendix: Animation Priority
Overview
StarCraft II animations play with given priorities. That is to say GLStand will always show up instead of Stand in game if both are playing. All valid Animation Tokens will generate playable animations, but their relative importance is described by the Animation Priority System. Animation Names are matched against a list of Regular Expressions, in order, to determine their desired priority. When two animations play, the animation with the higher priority will be the one that is visible. The list of regular expressions for Anim Priorities at the time of shipping StarCraft II: Heart of the Swarm are described below.
Animation Priority Expressions
- "^Attack.*" 9
- "^Birth.*" 7
- "^Build.*" 8
- "^Burrow.*" 8
- "^Burrow.*" 8
- "^Unburrow.*" 8
- "^Click.*" 3
- "^Cover.*" 4
- "^Death.*" 11
- "^Dead.*" 11
- ".*Fidget.*" 7
- "^Flail.*" 8
- "^Gather.*" 8
- "^GL.*" 12
- "^Highlight.*" 11
- "^Hover.*" 6
- "^Jump.*" 8
- "^Kill.*" 8
- "^Lighting.*" 11
- "^Land.*" 8
- "^Morph.*" 8
- "^Pickup.*" 4
- "^Ready.*" 5
- "^Reload.*" 8
- "^Run.*" 6
- "^Silentkill.*" 8
- "^Spell.*" 9
- "^Stand Victory" 7
- "^Stand Dance" 7
- "^Stand Channel Start" 8
- "^Stand Channel" 6
- "^Stand Channel End" 8
- "^Stand Cover Ready Talk" 6
- "^Stand Attached Start" 6
- "^Stand Attached End" 6
- "^Stand Burrow Start" 8
- "^Stand Burrow End" 8
- "^Stand Burrow" 6
- "^Stand Listen.*" 4
- "^Stand Morph" 6
- "^Stand Start" 4
- "^Stand Unpowered Start" 10
- "^Stand Unpowered End" 10
- "^Stand Unpowered" 8
- "^Stand Work Start" 8
- "^Stand Work End" 8
- "^Stand Work" 6
- "^Stand.*" 3
- "^Thrown.*" 11
- "^Walk Start" 6
- "^Walk Start Left" 6
- "^Walk Start Right" 6
- "^Walk End" 6
- "^Walk.*" 5
- "^Talk.*" 4
- "^Corrupted.*" 6
- "^Work.*" 6
- "^Fly Start" 6
- "^Fly End" 6
- "^Fly" 5
- "^Dialog.*" 10
- "^AngryEyes" 12
- "^ClosedEyes" 13
- "^FearEyes" 12
- "^HappyEyes" 12
- "^NeutralEyes" 12
- "^SadEyes" 12
- "^SeriousEyes" 12
- "^SurpriseEyes" 12
- "^Eye Glow" 11
- "^Eye Detect.*" 12
- "^Eye Blink" 12
- ".*" 5