Difference between revisions of "UnitAnim"

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= {11} {{IE_11}} =
 
= {11} {{IE_11}} =
This instruction is used load a humanoid shaped sprite off EVTCHR.BIN on a sprite using the original unit's palette.
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{{IE_11_ex}}
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{{IE_11_desc}}
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See Also: [[Event_Instruction_3B|{3B} {{IE_3B}}]] ― [[Event_Instruction_86|{86} {{IE_86}}]] ― [[Event_Instruction_87|{87} {{IE_87}}]] ― [[Event_Instruction_79|{79} {{IE_79}}]] ― [[Event_Instruction_E5|{E5} {{IE_E5}}]](x0B,x00)
 
See Also: [[Event_Instruction_3B|{3B} {{IE_3B}}]] ― [[Event_Instruction_86|{86} {{IE_86}}]] ― [[Event_Instruction_87|{87} {{IE_87}}]] ― [[Event_Instruction_79|{79} {{IE_79}}]] ― [[Event_Instruction_E5|{E5} {{IE_E5}}]](x0B,x00)
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== Unknown 1 : Byte (hex) ==
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== Unknown : Byte (hex) ==
 
This mostly seems to be x00 and sometimes x01.
 
This mostly seems to be x00 and sometimes x01.

Revision as of 00:45, 2 January 2014

{11} UnitAnim

UnitAnim(xAU,xMT,xANIM,x00)

This instruction is used load a humanoid shaped sprite off EVTCHR.BIN on a sprite using the original unit's palette.


See Also: {3B} SpriteMove{86} TempWeapon{87} Arrow{79} WalkToAnim{E5} WaitForInstruction(x0B,x00)


Unit ID : Byte (hex)

ID of the unit specified in the ENTD. The EVTCHR sprite will be pasted directly over the unit.


Affect All : Byte (hex)

0x01 : Affect all units on the field and not only the one assigned with the Unit ID.


SEQ ID : Byte (hex)

Load an animation sequence from the corresponding SEQ file for a unit.


EVTCHR Frame : Byte (hex)

Load an animation sequence or stance from the loaded EVTCHR.BIN block.

  • 0x00 = Use SEQ animation
  • 0x01 = EVTCHR Block 1
  • 0x02 = EVTCHR Block 2


Unknown : Byte (hex)

This mostly seems to be x00 and sometimes x01.