Difference between revisions of "T1 Weapon Throw"
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m (Talcall moved page T1 High Mod Wep Throw to T1 Weapon Throw: Whoops lol pt. 2) |
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Line 1: | Line 1: | ||
98: Front throw | 98: Front throw | ||
− | + | SetLayerPriority(11) | |
LoadFrameWait(56,04) | LoadFrameWait(56,04) | ||
MoveBackward2() | MoveBackward2() | ||
Line 19: | Line 19: | ||
99: Back throw | 99: Back throw | ||
− | + | SetLayerPriority(0B) | |
LoadFrameWait(87,04) | LoadFrameWait(87,04) | ||
MoveBackward2() | MoveBackward2() |
Latest revision as of 09:02, 6 September 2022
98: Front throw SetLayerPriority(11) LoadFrameWait(56,04) MoveBackward2() LoadFrameWait(54,02) LoadFrameWait(55,08) WeaponSheatheCheck1(FE) PlayAttackSound(00) QueueSpriteAnim(02,18) MoveUnitFB(00) #hello and welcome to the department of redundancy department (move unit 0 units forward/backward) LoadFrameWait(57,02) MoveForward2() LoadFrameWait(59,02) QueueThrowAnimation(0000) #I am awfully curious why this seems to just be 0. surely you could cut down on byte usage if you trimmed it down to like, 2 bytes? LoadFrameWait(5A,0A) LoadFrameWait(5A,04) LoadFrameWait(59,02) PauseAnimation() 99: Back throw SetLayerPriority(0B) LoadFrameWait(87,04) MoveBackward2() LoadFrameWait(85,02) LoadFrameWait(86,08) WeaponSheatheCheck1(FE) PlayAttackSound(00) QueueSpriteAnim(02,19) MoveUnitFB(00) #the redundancy is here too, don't worry (thanks squeenix) LoadFrameWait(88,02) MoveForward2() LoadFrameWait(8A,02) QueueThrowAnimation(0000) LoadFrameWait(8B,0A) LoadFrameWait(8B,04) LoadFrameWait(8A,02) PauseAnimation()