| state | destination | next state | facing | animation |
| stand (default state, also after hit, defend, finishAttack or finishHealing, or being healed) | home | stand | forward | healthy or injured |
| lie (when incapacitated - at the beginning of enemy's finishAttack) | current position | lie | either | incapacitated |
| hit (at the beginning of enemy's finishAttack) | home | stand | forward | pain |
| defend (at the beginning of enemy's finishAttack) | home | stand or fear | either | block |
| fear (leaving - when the character chooses escape, after defend or being healed while fleeing) | home | fear | backward | healthy or injured |
| run (gone - when an entity begins a turn while trying to escape) | off screen | run | backward | healthy or injured |
| wait (when the entity begins a turn but is not incapacitated, leaving or gone) | center | wait | forward | healthy or injured |
| headToAttack (when the character chooses to attack an enemy on his turn) | partway to target | beginAttack | forward | healthy or injured |
| beginAttack (after headToAttack) | target | finishAttack | forward | attack |
| finishAttack (after beginAttack) | partway home | stand | forward | attack |
| healSelf (when the character chooses to target himself on his turn) | one step backward | stand | forward | injured |
| headToHeal (when the character chooses an ally target on his turn) | partway to target | beginHealing | backward | healthy or injured |
| beginHealing (after headToHeal) | target | finishHealing | backward | heal |
| finishHealing (after beginHealing) | partway home | stand | backward | heal |