Difference between revisions of "RotateUnit"
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Line 1: | Line 1: | ||
− | = | + | = {2D} {{IE_2D}} = |
− | + | {{IE_2D_ex}} | |
+ | |||
+ | {{IE_2D_desc}} | ||
Line 7: | Line 9: | ||
{{UnitID}} | {{UnitID}} | ||
− | *0x00 | + | *0x00: Enables Multi Targeting |
− | + | {{MultiTarget}} | |
− | |||
− | == Direction : Byte (hex) == | + | == Target Direction : Byte (hex) == |
Check the Map section to know what direction to use. | Check the Map section to know what direction to use. | ||
+ | |||
+ | === Using the Battle-Standing Frame, UnitAnim() 06, 07, 08. === | ||
*0x00: South East | *0x00: South East | ||
*0x01: South | *0x01: South | ||
Line 32: | Line 35: | ||
*0x0E: East | *0x0E: East | ||
*0x0F: South East | *0x0F: South East | ||
+ | |||
+ | === Using proper Standing Frame, UnitAnim() 01, 02. === | ||
+ | *x00: South | ||
+ | *x01: Southwest | ||
+ | *x02: Southwest | ||
+ | *x03: West | ||
+ | *x04: West | ||
+ | *x05: Northwest | ||
+ | *x06: Northwest | ||
+ | *x07: North | ||
+ | *x08: North | ||
+ | *x09: Northeast | ||
+ | *x0A: Northeast | ||
+ | *x0B: East | ||
+ | *x0C: East | ||
+ | *x0D: Southeast | ||
+ | *x0E: Southeast | ||
+ | *x0F: South | ||
− | == | + | == Clockwise/Counter-Clockwise : Byte (hex) == |
*0x00: Automatic (shortest way) | *0x00: Automatic (shortest way) | ||
*0x01: Clockwise | *0x01: Clockwise | ||
Line 41: | Line 62: | ||
== Rotation Speed : Byte (hex) == | == Rotation Speed : Byte (hex) == | ||
− | Time required between every 45 degrees rotation | + | Time required between every 45 degrees rotation. |
*00: 3/8 seconds | *00: 3/8 seconds | ||
*01: 1/4 seconds | *01: 1/4 seconds | ||
Line 55: | Line 76: | ||
*0B: 1/2 seconds | *0B: 1/2 seconds | ||
*0C: 5/4 seconds | *0C: 5/4 seconds | ||
− | |||
== Time between units : Byte (unsigned) == | == Time between units : Byte (unsigned) == | ||
− | Time | + | Time elapsed before the next unit starts rotating. However there seems to be a lot of randomness regarding which will be the next unit and the time set in this byte. |
+ | *x00: Instantaneous | ||
+ | *xFF: ~1 second |
Revision as of 01:18, 3 January 2014
Contents
{2D} RotateUnit
RotateUnit(xAU,xMT,xDR,xCL,xRS,xDL)
The unit will rotate to a given direction.
See Also: {53} FaceUnit ― {64} WaitRotateUnit ― {E5} WaitForInstruction
Unit ID : Byte (hex)
ID of the unit specified in the ENTD.
- 0x00: Enables 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
Target Direction : Byte (hex)
Check the Map section to know what direction to use.
Using the Battle-Standing Frame, UnitAnim() 06, 07, 08.
- 0x00: South East
- 0x01: South
- 0x02: South
- 0x03: South West
- 0x04: South West
- 0x05: West
- 0x06: West
- 0x07: North West
- 0x08: North West
- 0x09: North
- 0x0A: North
- 0x0B: North East
- 0x0C: North East
- 0x0D: East
- 0x0E: East
- 0x0F: South East
Using proper Standing Frame, UnitAnim() 01, 02.
- x00: South
- x01: Southwest
- x02: Southwest
- x03: West
- x04: West
- x05: Northwest
- x06: Northwest
- x07: North
- x08: North
- x09: Northeast
- x0A: Northeast
- x0B: East
- x0C: East
- x0D: Southeast
- x0E: Southeast
- x0F: South
Clockwise/Counter-Clockwise : Byte (hex)
- 0x00: Automatic (shortest way)
- 0x01: Clockwise
- 0x02: Counter-clockwise
Rotation Speed : Byte (hex)
Time required between every 45 degrees rotation.
- 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
Time between units : Byte (unsigned)
Time elapsed before the next unit starts rotating. However there seems to be a lot of randomness regarding which will be the next unit and the time set in this byte.
- x00: Instantaneous
- xFF: ~1 second