Way back when, I tried 'counting' the animations before in Kimera but I got mixed results doing it (if they're structured differently/all over then that'd explain why). Here's what I got back when I was testing them; as far as I know, they seem to work for all of the player characters:
-) 0: Idle
-) 1: Near Death
-) 2: Victory Animation
-) 3: Change Row Forward
-) 4: Change Row Backward
-) 5: Stand/Evade
-) 6: Dead
-) 7: Running/Fleeeeee
-) 8: Cover
-) 9: Use Item
-) 0A: Throw Item
-) 0B: Can't be read by Kimera/Missing?
-) 0C: Use Magic
-) 0D: Hit
-) 0E: Stun Hit - Two sets
-) 0F: Hit Knocked Down
-) 10: E.Skill Twirl!
-) 11: Sense
-) 12: Manipulate
-) 13: Steal
-) 14: Morph?
-) 15: Change Lane!
-) 16: Change Lane!
-) 0D:
-) 0E: Runs, ends up close
-) 0F: Turns invisible, works...?
-) 10: Row Change, works
-) 11: Magic again, works
-) 12: Hit - Ejected (FF03)
-) 13: Hit - Paralysis (FF01)
-) 14: Fully working standard attack
-) 15: Slash-All/Long Range
-) 16: Run in, standard attack, stays in place (2x cut start)
-) 17: 2x Cut: Stays in place
-) 18: Standard run forward attack (leaves standing, 4xcut start)
-) 19: 2x/4X Cut
-) 1A: 3X Cut (stands there after: don't use on own)
-) 1B: Basic Attack (supposedly D.blow)
-) 1C: Flash
-) 1D: Spell
-) 1E: E.Skill Use
-) 1F: Summon
Untested
-) 21 Item/Coin/Throw
-) 22 Steal
-) 24 Mug
-) 26 Sense
-) 28 Morph
-) 2A D.Blow
-) 2C Manip.
Also, if using characters as enemies then you'll need something to get around the soft-lock that happens when you attack one of these enemies. Karifean had a neat fix for it by setting the hurt animation to the evasion animation instead; put this in pre-battle AI:
12 2060
10 402C
80
60 01
90
12 2060
10 402A
80
60 01
90
12 2060
11 4088
80
60 08
90
12 2060
10 402A
80
60 01
90