An animation 'ID' carries the following basic information (note, not all of this may be stored in the same place, but this is what's attached to a single *ID*):
The animation itself, frame by frame.
Whether the animation loops or not.
What extra animations should be triggered on the caster or target (example: Animation ID 17 for Barret is the Cast Spell animation, but the calling object will also get the Spell Aura effect; if you set Barret's Evade Animation to 17, when he is attacked he will act as if he's casting a spell, but the attacking object is what gets the Spell Aura). Triggered stuff includes things like damage counters popping up.
In addition, the animation would require the following extra information or IDs:
Source and target - an attack animation might require that the attacker run towards the target, so this requires a linear transition between the starting point and the ending point, both of which are variable.
Ending position offset for the animation; some animations have the character ending in a different position than they started in, and any subsequent animations are run from there.
Key positions for things like area attacks might be necessary as well, though unsure. It might take the average position of all targets to center around instead.
That's pretty much all I can think of right now. By the way, you should know that the AI is allowed and able to dynamically change an enemy's Idle, Flinch and Evasion animations, each of which can be assigned a single numerical ID associated with which animation. I've got the first few of Barret's animation IDs, if it helps, so I'll give you those:
Barret's Animation IDs:
0 - Default (Standard Idle Animation, Looping)
1 - Kneeling (Looping)
2 - KOed
3 - Jump Forward (Ending position is forward of normal)
4 - Step Back (Ending position is backwards of normal)
5 - Flinch (Standard Hurt Animation)
6 - Spasms, as if electrified
7 - Thrown into air, falls face down
8 - Dodge (Standard Evade Animation)
9 - Cover Target (Calling Object will be covered)
10 - Spin, Learned Enemy Skill
11 - Block with Gun Arm (unsure what uses this)
12 - Win Pose (Looping)
13 - Fleeing (Looping)
14 - Successful Flee (Ending position is backwards of normal, Looping)
15 - Turn Invisible
16 - Step Back
17 - Cast Spell (Calling Object will get Spell Aura)
18 - Thrown into air backwards, fall face down, turn invisible (Ending position is backwards of normal)
19 - Spasms, facing Calling Object
20 - Single Target Gunfire (Ending position is backwards of normal, Looping, calls Damage Counter)
21 - Slash-All Gunfire (Ending position is backwards of normal, Looping, calls Damage Counter)
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Oh, and as for 'creating templates'... I'm not using MemHack, due to the simple reason that I still do all my work on Windows 98; MemHack is, by its own nature, incompatible with Win98. Not to mention that most of my work thus far is on the Plot and AI side of things, which, while useful, hasn't tied massively into animation yet.
I should probably get back to ASM work and finish off that final guide of mine before rewriting the Battle Mechanics... meh. Maybe later.