Difference between revisions of "UnitAnim"

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{{UnitID}} The EVTCHR sprite will be pasted directly over the unit.
 
{{UnitID}} The EVTCHR sprite will be pasted directly over the unit.
  
 +
*x00 Enable Multi-Targeting
  
== Affect All : Byte (hex) ==
+
 
0x01 : Affect all units on the field and not only the one assigned with the Unit ID.
+
{{MultiTarget}}
  
  

Revision as of 00:57, 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.

  • x00 Enable Multi-Targeting


Affected Units : Byte (hex)

If Multi Targeting is set to x00:

  • Unit ID: ID of the unit specified in the ENTD.

If Multi Targeting is set to x01:

  • x00: Player's Team (blue)
  • x01: Player's Team (blue)
  • x02: All Enemy Teams (red/green/lightblue)
  • x03: All Enemy Teams (red/green/lightblue)
  • x04: All Teams


Multi Targeting : Byte (hex)

  • x00: One Target → Unit ID
  • x01: Various outcomes; see Affected Unit(s)
  • x02: Target All Teams


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.