Difference between revisions of "FaceUnit"

From Final Fantasy Hacktics Wiki
Jump to navigation Jump to search
(Created page with "= {53} {{IE_53}} = Make a unit rotate on itself until it faces desired target. The rotation direction is the shortest one. See Also: {2D} {{IE_2D}} ...")
 
Line 6: Line 6:
  
  
== Target Unit ID : Byte (hex) ==
+
== Faced Unit ID : Byte (hex) ==
ID of the unit specified in the ENTD that will be faced from the main unit.
+
ID of the unit specified in the ENTD that will be faced from the [#Target|Target(s)].
  
  
== Unknown 1 : Byte (hex) ==
+
{{x00}}
Always x00.
 
  
  
{{UnitID}}
+
{{MultiTarget}}
  
  
== All Face : Byte (hex) ==
+
{{x00}}
If set to 0x01, every unit on the field except the target will perform the facing.
 
  
  
== Unknown 2 : Byte (hex) ==
+
{{RotationSpeed}}
Always x00.
 
  
  
== Rotation Speed : Byte (hex) ==
+
== Unknown : Byte (hex) ==
Time required between every 45 degrees rotation until unit is facing the other one.
 
*00: 3/8 seconds
 
*01: 1/4 seconds
 
*02: 1/16 seconds
 
*03: 1/16 seconds
 
*04: 1/16 seconds
 
*05: 1/4 seconds
 
*06: 1/8 seconds
 
*07: 1/16 seconds
 
*08: 3/4 seconds
 
*09: 5 seconds
 
*0A: 1 second
 
*0B: 1/2 seconds
 
*0C: 5/4 seconds
 
*??: 1/16 seconds
 
 
 
 
 
== Unknown 3 : Byte (hex) ==
 
 
Often 0x00, 0x08 or 0x14.
 
Often 0x00, 0x08 or 0x14.

Revision as of 01:07, 5 January 2014

{53} FaceUnit

Make a unit rotate on itself until it faces desired target. The rotation direction is the shortest one.


See Also: {2D} RotateUnit{65} WaitRotateAll


Faced Unit ID : Byte (hex)

ID of the unit specified in the ENTD that will be faced from the [#Target|Target(s)].


x00 : Byte (hex)

This value is always set to x00 in the original game; it probably doesn't have a function.


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


x00 : Byte (hex)

This value is always set to x00 in the original game; it probably doesn't have a function.


Rotation Speed : Byte (hex)

Time elapsed after every 22.5° rotation (8 times for a 180° turn-around).

Every non-listed value has a frame length of 0, which is then defaulted to 1 (or 0.016 seconds)

(This table can be found and altered in BATTLE.BIN at 0x00102750; 1 byte per value)

ID Frame Length Seconds Equivalent
x00 4 0.066
x01 2 0.033
x02 1 0.016
x05 3 0.05
x06 2 0.033
x07 1 0.016
x08 20 0.333
x09 176 2.933
x0A 22 0.366
x0B 12 0.2
x0C 49 0.816
x10 31 0.516
x11 188 3.133
x12 254 4.233
x13 255 4.25
x14 255 4.25
x18 15 0.25
x19 188 3.133
x1A 190 3.166
x1B 255 4.25
x1C 255 4.25
x24 8 0.133
x26 16 0.266
x29 1 0.016
x30 126 2.1
x32 16 0.266
x34 6 0.1
x36 10 0.166
x39 1 0.016
x40 190 3.166
x42 28 0.466
x44 20 0.333
x46 4 0.066
x49 1 0.016
x50 168 2.8
x52 28 0.466
x54 20 0.333
x56 4 0.066
x59 1 0.016
x60 88 1.466
x64 16 0.266
x66 16 0.266
x69 1 0.016
x70 72 1.2
x74 16 0.266
x76 16 0.266
x78 160 2.666


Unknown : Byte (hex)

Often 0x00, 0x08 or 0x14.