Difference between revisions of "T1 Pummel"

From Final Fantasy Hacktics Wiki
Jump to navigation Jump to search
(Created page with " Front Pummel LoadFrameWait(5C,04) MoveBackward2() LoadFrameWait(5D,08) PlayAttackSound(00) LoadFrameWait(5C,02) MoveForward2() LoadFrameWait(61,02) LoadFrameWait(62,0...")
 
 
Line 1: Line 1:
  Front Pummel
+
  Front spin punch
 
  LoadFrameWait(5C,04)
 
  LoadFrameWait(5C,04)
 
  MoveBackward2()
 
  MoveBackward2()
Line 9: Line 9:
 
  LoadFrameWait(62,02)
 
  LoadFrameWait(62,02)
 
  PlayAttackSound(01)
 
  PlayAttackSound(01)
 +
LoadFrameWait(63,02) #loop to here
 +
FlipHorizontal() #can't believe it took me so long to realise this was spin punch haha
 +
LoadFrameWait(63,02)
 +
SetFrameOffset(31) #add 0x31 to frames called after this point
 
  LoadFrameWait(63,02)
 
  LoadFrameWait(63,02)
 
  FlipHorizontal()
 
  FlipHorizontal()
LoadFrameWait(63,02)
 
SetFrameOffset(31) #loop to here. add 0x31 to frames called after this point
 
LoadFrameWait(63,02) #flips the unit around? loads frame 0x94?
 
FlipHorizontal() #why though
 
 
  LoadFrameWait(63,02)
 
  LoadFrameWait(63,02)
 
  SetFrameOffset(00) #reset above to 0
 
  SetFrameOffset(00) #reset above to 0
Line 23: Line 23:
 
  PauseAnimation()
 
  PauseAnimation()
  
  Back Pummel
+
  Back spin punch
 
  LoadFrameWait(8D,04)
 
  LoadFrameWait(8D,04)
 
  MoveBackward2()
 
  MoveBackward2()
Line 36: Line 36:
 
  FlipHorizontal()
 
  FlipHorizontal()
 
  LoadFrameWait(94,02)
 
  LoadFrameWait(94,02)
  SetFrameOffset(CF) #add 0xCF to anim. frames past this point
+
  SetFrameOffset(CF) #add 0xCF to anim. frames past this point (-31)
  LoadFrameWait(94,02) #calls frame 0x158? (swimming sprite???)
+
  LoadFrameWait(94,02) #calls frame 0x63
 
  FlipHorizontal()
 
  FlipHorizontal()
 
  LoadFrameWait(94,02)
 
  LoadFrameWait(94,02)
Line 45: Line 45:
 
  LoadFrameWait(93,04)
 
  LoadFrameWait(93,04)
 
  LoadFrameWait(92,04)
 
  LoadFrameWait(92,04)
 +
PauseAnimation()
 +
 +
Front Pummel
 +
LoadFrameWait(5C,04)
 +
LoadFrameWait(5D,06)
 +
WeaponSheatheCheck1(FE)
 +
LoadFrameWait(5C,02) #loop to here
 +
MoveBackward1()
 +
LoadFrameWait(61,02)
 +
LoadFrameWait(62,02)
 +
MoveForward1()
 +
LoadFrameWait(63,02)
 +
MoveForward1()
 +
LoadFrameWait(62,04)
 +
LoadFrameWait(61,02)
 +
MoveBackward1()
 +
Wait(EC,04) #loop last 14 bytes 4 times
 +
LoadFrameWait(61,08)
 +
PauseAnimation()
 +
 +
Back Pummel
 +
LoadFrameWait(8D,04)
 +
LoadFrameWait(8E,06)
 +
WeaponSheatheCheck1()
 +
LoadFrameWait(FE,8D) #loop to here
 +
MoveBackward1()
 +
LoadFrameWait(92,02)
 +
LoadFrameWait(93,02)
 +
MoveForward1()
 +
LoadFrameWait(94,02)
 +
MoveForward1()
 +
LoadFrameWait(93,04)
 +
LoadFrameWait(92,02)
 +
MoveBackward1()
 +
Wait(EC,04) #loop last 14 bytes 4 times
 +
LoadFrameWait(92,08)
 
  PauseAnimation()
 
  PauseAnimation()

Latest revision as of 04:45, 10 October 2022

Front spin punch
LoadFrameWait(5C,04)
MoveBackward2()
LoadFrameWait(5D,08)
PlayAttackSound(00)
LoadFrameWait(5C,02)
MoveForward2()
LoadFrameWait(61,02)
LoadFrameWait(62,02)
PlayAttackSound(01)
LoadFrameWait(63,02)		#loop to here
FlipHorizontal()		#can't believe it took me so long to realise this was spin punch haha
LoadFrameWait(63,02)
SetFrameOffset(31)		#add 0x31 to frames called after this point
LoadFrameWait(63,02)
FlipHorizontal()
LoadFrameWait(63,02)
SetFrameOffset(00)		#reset above to 0
Wait(EE,04)			#loop the last 12 bytes of instructions 4 times
LoadFrameWait(63,04)
LoadFrameWait(62,04)
LoadFrameWait(61,04)
PauseAnimation()
Back spin punch
LoadFrameWait(8D,04)
MoveBackward2()
LoadFrameWait(8E,08)
PlayAttackSound(00)
LoadFrameWait(8D,02)
MoveForward2()
LoadFrameWait(92,02)
LoadFrameWait(93,02)
PlayAttackSound(01)
LoadFrameWait(94,02)
FlipHorizontal()
LoadFrameWait(94,02)
SetFrameOffset(CF)			#add 0xCF to anim. frames past this point (-31)
LoadFrameWait(94,02)			#calls frame 0x63
FlipHorizontal()
LoadFrameWait(94,02)
SetFrameOffset(00)
Wait(EE,04)
LoadFrameWait(94,04)
LoadFrameWait(93,04)
LoadFrameWait(92,04)
PauseAnimation()
Front Pummel
LoadFrameWait(5C,04)
LoadFrameWait(5D,06)
WeaponSheatheCheck1(FE)
LoadFrameWait(5C,02)			#loop to here
MoveBackward1()
LoadFrameWait(61,02)
LoadFrameWait(62,02)
MoveForward1()
LoadFrameWait(63,02)
MoveForward1()
LoadFrameWait(62,04)
LoadFrameWait(61,02)
MoveBackward1()
Wait(EC,04)				#loop last 14 bytes 4 times
LoadFrameWait(61,08)
PauseAnimation()
Back Pummel
LoadFrameWait(8D,04)
LoadFrameWait(8E,06)
WeaponSheatheCheck1()
LoadFrameWait(FE,8D)			#loop to here
MoveBackward1()
LoadFrameWait(92,02)
LoadFrameWait(93,02)
MoveForward1()
LoadFrameWait(94,02)
MoveForward1()
LoadFrameWait(93,04)
LoadFrameWait(92,02)
MoveBackward1()
Wait(EC,04)				#loop last 14 bytes 4 times
LoadFrameWait(92,08)
PauseAnimation()