Difference between revisions of "UseFieldObject"

From Final Fantasy Hacktics Wiki
Jump to navigation Jump to search
(Created page with "= {55} {{IE_55}} = Changes the state of a static object on the map. See Also: {57} {{IE_57}} == Object ID : Byte (hex) == ID of the object on the...")
 
 
(3 intermediate revisions by 2 users not shown)
Line 1: Line 1:
 
= {55} {{IE_55}} =
 
= {55} {{IE_55}} =
Changes the state of a static object on the map.
+
{{IE_55_ex}}
  
 +
{{IE_55_desc}}
  
See Also: [[Event_Instruction_57|{57} {{IE_57}}]]
 
  
 +
See Also: [[Event_Instruction_54|{54} {{IE_54}}]] ― [[Event_Instruction_57|{57} {{IE_57}}]]
  
== Object ID : Byte (hex) ==
+
A (partial) list of documented Field Objects can be found [[Field_Object_List|here]].
ID of the object on the map. Most maps do not have objects that have many states, and there is no easy way to know which are.
 
  
  
== Unknown 1 : Byte (hex) ==
+
== State Change ID : Byte (hex) ==
Always x00.
+
Most maps do not have objects that have many states, and there is no easy way to know which are.
 +
 
 +
In some cases (perhaps all cases, as this is untested thoroughly), the ID references a Textured Animation ID as defined in a  [[Maps/Mesh#Texture_animation_instructions|Mesh Resource]].
 +
 
 +
{{x00}}

Latest revision as of 15:27, 23 April 2021

{55} UseFieldObject

UseFieldObject(xID,x00)

Changes the state of an object on the map.


See Also: {54} Use3DObject{57} WaitFieldObject

A (partial) list of documented Field Objects can be found here.


State Change ID : Byte (hex)

Most maps do not have objects that have many states, and there is no easy way to know which are.

In some cases (perhaps all cases, as this is untested thoroughly), the ID references a Textured Animation ID as defined in a Mesh Resource.

x00 : Byte (hex)

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