Difference between revisions of "AlterParameter"
Jump to navigation
Jump to search
(Created page with "__FORCETOC__ = {E6} {{IE_E6}} = {{IE_E6_ex}} Dynamically alters a specified parameter of the next event instruction with a defined Variable's value. Does not affect {{IE_E6}...") |
m (Xifanie moved page Event Instruction E6 to AlterParameter) |
(No difference)
|
Latest revision as of 05:11, 23 February 2021
{E6} AlterParameter
AlterParameter(xPR,xVR)
Dynamically alters a specified parameter of the next event instruction with a defined Variable's value.
Does not affect AlterParameter instructions. If an AlterParameter instruction is encountered, the alteration will be passed on to the next instruction. This allows to stack multiple edits to the same instruction.
For example:
AlterParameter(x00,x02) //Variable 0x0002 Holding a value of 0x00000080 AlterParameter(x02,x03) //Variable 0x0003 Holding a value of 0x00000005 AlterParameter(x03,x04) //Variable 0x0004 Holding a value of 0x00000007 WalkTo(x00,x00,000,000,x00,x00,+32,x01)
Would dynamically alter the WalkTo instruction to
WalkTo(x80,x00,005,007,x00,x00,+32,x01)
Parameter : Byte (hex)
- 0xC0
- 0x00: Overwrite 1 Byte
- 0x40: Overwrite 2 Bytes
- 0x80: Overwrite 3 Bytes
- 0xC0: Overwrite 4 Bytes
- 0x00-0x3F: Offset (in bytes)
Here's a table to make your life easier so you don't have to calculate it yourself. For example, if we look at WalkTo(), the values for X and Y are x02 and x03 respectively, which are the values you'd use for this parameter.
Instruction Example | Parameter Value |
---|---|
ElseIf(xVR) | ElseIf(x00) |
Switch(xVR) | Switch(x00) |
Case(xVALU) | Case(x40) |
DisplayMessage(x10,xDT,xMSG#,xID,x00,xPR,+XXXXX,+YYYYY,+ARPOS,xOT) | DisplayMessage(x00,x01,x42,x04,x05,x06,x47,x49,x4B,x0D) |
UnitAnim(xAU,xMT,xANIM,x00) | UnitAnim(x00,x01,x42,x04) |
ChangeMapBeta(MAP,x00) | ChangeMapBeta(x00,x01) |
PlayTrack(xSG) | PlayTrack(x00) |
Effect(xEFID,xID,XXX,YYY,x00) | Effect(x40,x02,x03,x04,x05) |
Camera(+XXXXX,+ZZZZZ,+YYYYY,+ANGLE,+MAPRT,+CAMRT,+ZOOM%,+TIMER) | Camera(x40,x42,x44,x46,x48,x4A,x4C,x4E) |
MapDarkness(xBM,+RED,+GRN,+BLU,TIM) | MapDarkness(x00,x01,x02,x03,x04) |
MapLight(+00000,+00000,+?????,+RRRED,+GREEN,+BBLUE,+TIMER) | MapLight(x40,x42,x44,x46,x48,x4A,x4C) |
EventSpeed(xSP) | EventSpeed(x00) |
Focus(xID,x00,xID,x00,x00) | Focus(x00,x01,x02,x03,x04) |
SoundEffect(xSDID) | SoundEffect(x40) |
SwitchTrack(x01,+VOL,TIM) | SwitchTrack(x00,x01,x02) |
WalkTo(xID,x00,XXX,YYY,xEL,x00,+SPD,x01) | WalkTo(x00,x01,x02,x03,x04,x05,x06,x07) |
WaitWalk(xID,x00) | WaitWalk(x00,x01) |
FaceUnit2(xFU,x00,xAU,xMT,xCL,xRS,xDL) | FaceUnit2(x00,x01,x02,x03,x04,x05,x06) |
RotateUnit(xAU,xMT,xDR,xCL,xRS,xDL) | RotateUnit(x00,x01,x02,x03,x04,x05) |
Background(RDT,GRT,BLT,RDB,GRB,BLB,TIM,xBS) | Background(x00,x01,x02,x03,x04,x05,x06,x07) |
BlockLoop(LPA,xVR,xDEST) | BlockLoop(x00,x01,x42) |
ColorBGBeta(xPR,+RED,+GRN,+BLU,TIM) | ColorBGBeta(x00,x01,x02,x03,x04) |
ColorUnit(xAU,xMT,xPR,+RED,+GRN,+BLU,TIM) | ColorUnit(x00,x01,x02,x03,x04,x05,x06) |
ColorField(xPR,+RED,+GRN,+BLU,TIM) | ColorField(x00,x01,x02,x03,x04) |
FocusSpeed(+SPEED) | FocusSpeed(x40) |
SpriteMove(xID,x00,+XXXXX,+ZZZZZ,+YYYYY,xMV,x??,+TIMER) | SpriteMove(x00,x01,x42,x44,x46,x08,x09,x4A) |
Weather(xWP,x01) | Weather(x00,x01) |
RemoveUnit(xID,x00) | RemoveUnit(x00,x01) |
ColorScreen(xBM,IRD,IGR,IBL,TRD,TGR,TBL,+TIMER) | ColorScreen(x00,x01,x02,x03,x04,x05,x06,x47) |
EarthquakeStart(MAG,MER,SMG,SSD) | EarthquakeStart(x00,x01,x02,x03) |
CallFunction(xFC) | CallFunction(x00) |
Draw(xID,x00) | Draw(x00,x01) |
AddUnit(xID,x00,xDR) | AddUnit(x00,x01,x02) |
Erase(xID,x00) | Erase(x00,x01) |
AddGhostUnit(xSP,x00,xID,XXX,YYY,xEL,xFD,xDR) | AddGhostUnit(x00,x01,x02,x03,x04,x05,x06,x07) |
ChangeMap(MAP,x00) | ChangeMap(x00,x01) |
Reveal(TIM) | Reveal(x00) |
UnitShadow(xID,x00,xSH) | UnitShadow(x00,x01,x02) |
SetDaytime(xDT) | SetDaytime(x00) |
PortraitCol(xPC) | PortraitCol(x00) |
ChangeDialog(xDB,xMSG#,xPR,xPP) | ChangeDialog(x00,x41,x03,x04) |
FaceUnit(xFU,x00,xAU,xMT,xCL,xRS,xDL) | FaceUnit(x00,x01,x02,x03,x04,x05,x06) |
Use3DObject(xID,xST) | Use3DObject(x00,x01) |
UseFieldObject(xID,x00) | UseFieldObject(x00,x01) |
LoadEVTCHR(xBL,xEV,x00) | LoadEVTCHR(x00,x01,x02) |
SaveEVTCHR(xBL) | SaveEVTCHR(x00) |
SaveEVTCHRClear(xBL,x00) | SaveEVTCHRClear(x00) |
LoadEVTCHRClear(xBL,x00) | LoadEVTCHRClear(x00) |
EndTrack(x??) | EndTrack(x00) |
WarpUnit(xID,x00,XXX,YYY,xEL,xFD) | WarpUnit(x00,x01,x02,x03,x04,x05) |
FadeSound(x00,TIM) | FadeSound(x00,x01) |
WaitRotateUnit(xID,x00) | WaitRotateUnit(x00,x01) |
MirrorSprite(xID,x00,xMI) | MirrorSprite(x00,x01,x02) |
FaceTile(xAU,xMT,XXX,YYY,x00,xCL,xRS,xDL) | FaceTile(x00,x01,x02,x03,x04,x05,x06,x07) |
EditBGSound(xSD,+ECH,+VOL,x00,xWT) | EditBGSound(x00,x01,x02,x03,x04) |
BGSound(xSD,+ECH,+VOL,xST,TIM) | BGSound(x00,x01,x02,x03,x04) |
SpriteMoveBeta(xID,x00,+XXXXX,+ZZZZZ,+YYYYY,xMV,x??,+SPEED) | SpriteMoveBeta(x00,x01,x42,x44,x46,x08,x09,x4A) |
WaitSpriteMove(xID,x00) | WaitSpriteMove(x00,x01) |
Jump(xID,x00,DST,xDR) | Jump(x00,x01,x02,x03) |
DarkScreen(x00,xSH,ESP,RTS,x00,SES) | DarkScreen(x00,x01,x02,x03,x04,x05) |
DisplayConditions(xMG,DST) | DisplayConditions(x00,x01) |
WalkToAnim(xID,x00,xANIM) | WalkToAnim(x00,x01,x42) |
DismissUnit(xJB,x00) | DismissUnit(x00,x01) |
ShowGraphic(xGR) | ShowGraphic(x00) |
WaitValue(xADDR,xVALU) | WaitValue(x40,x42) |
EVTCHRPalette(xID,x00,xBL,xPL) | EVTCHRPalette(x00,x01,x02,x03) |
March(xAU,xMT,TIM) | March(x00,x01,x02) |
ChangeStats(xAU,xMT,xST,+VALUE) | ChangeStats(x00,x01,x02,x43) |
PlayTune(xSG) | PlayTune(x00) |
UnlockDate(xTL) | UnlockDate(x00) |
TempWeapon(xID,x00,xIT) | TempWeapon(x00,x01,x02) |
Arrow(xTG,x00,xSH,x00) | Arrow(x00,x01,x02,x03) |
UnitAnimRotate(xID,x00,xDR,xANIM,x00) | UnitAnimRotate(x00,x01,x02,x43,x05) |
Inventory(xPA,xID,xVA) | Inventory(x00,x01,x02) |
ShowMapTitle(+XXX,+YYY,+SPD) | ShowMapTitle(x00,x01,x02) |
InflictStatus(xID,x00,xSS,x0C,x00) | InflictStatus(x00,x01,x02,x03,x04) |
TeleportOut(xID,x00) | TeleportOut(x00,x01) |
ResetPalette(xID,x00) | ResetPalette(x00,x01) |
TeleportIn(xID,x00) | TeleportIn(x00,x01) |
BlueRemoveUnit(xID,x00) | BlueRemoveUnit(x00,x01) |
PushTextVal(xVALU) | PushTextVal(x40) |
PushTextVar(xVR) | PushTextVar(x00) |
SetTextVal(xTV,xVALU) | SetTextVal(x00,x41) |
SetTextVar(xTV,xVR) | SetTextVar(x00,x01) |
ButtonPressGoTo(xBUTT,xGT) | ButtonPressGoTo(x40) |
LUI(xVARI,xVALU) | LUI(x40,x42) |
SET(xVARI,xVALU) | SET(x40,x42) |
SETVar(xVAR1,xVAR2) | SETVar(x40,x42) |
ADD(xVARI,xVALU) | ADD(x40,x42) |
ADDVar(xVAR1,xVAR2) | ADDVar(x40,x42) |
SUB(xVARI,xVALU) | SUB(x40,x42) |
SUBVar(xVAR1,xVAR2) | SUBVar(x40,x42) |
MULT(xVARI,xVALU) | MULT(x40,x42) |
MULTVar(xVAR1,xVAR2) | MULTVar(x40,x42) |
DIV(xVARI,xVALU) | DIV(x40,x42) |
DIVVar(xVAR1,xVAR2) | DIVVar(x40,x42) |
MOD(xVARI,xVALU) | MOD(x40,x42) |
MODVar(xVAR1,xVAR2) | MODVar(x40,x42) |
AND(xVARI,xVALU) | AND(x40,x42) |
ANDVar(xVAR1,xVAR2) | ANDVar(x40,x42) |
OR(xVARI,xVALU) | OR(x40,x42) |
ORVar(xVAR1,xVAR2) | ORVar(x40,x42) |
ZERO(xVARI) | ZERO(x40) |
Random(xVR,MODUL) | Random(x00,x41) |
LoadAddress(xVR,xVALU,xVA,LEN) | LoadAddress(x00,x41,x03,x04) |
UnitAddress(xID,xVR) | UnitAddress(x00,x01) |
WorldUnitAddress(xID,xVR) | WorldUnitAddress(x00,x01) |
SaveAddress(xVR,xVALU,xVA,LEN) | SaveAddress(x00,x41,x03,x04) |
UpdateUnit(xID,xPR) | UpdateUnit(x00,x01) |
TransformUnit(xAV,xPA,xJB) | TransformUnit(x00,x01,x42,x44) |
ResetTurnCounter(xID) | ResetTurnCounter(x00) |
PostEvent(xAC,xSCEN) | PostEvent(x00,x41) |
LoadConditionals(xCOND) | LoadConditionals(x40) |
Routine(rROUTINEA) | Routine(x00) |
JumpForwardIfZero(xJF) | JumpForwardIfZero(x00) |
JumpForward(xJF) | JumpForward(x00) |
ForwardTarget(xJF) | ForwardTarget(x00) |
JumpBack(xJB) | JumpBack(x00) |
BackTarget(xJB) | BackTarget(x00) |
WaitForInstruction(xIN,x00) | WaitForInstruction(x00,x01) |
AlterParameter(xPR,xVR) | AlterParameter(x00,x01) |
GetTileUnit(+XXX,+YYY,xEL) | GetTileUnit(x00,x01,x02) |
LoadTileData(xVR,xBO,+XXX,+YYY,xEL) | LoadTileData(x00,x01,x02,x03,x04) |
SaveTileData(xVR,xBO,+XXX,+YYY,xEL) | SaveTileData(x00,x01,x02,x03,x04) |
LoadENTD(xENTD,xUNIT) | LoadENTD(x40,x42) |
LoadENTDUnit(xID,xES,xBS,xFL) | LoadENTDUnit(x00,x01,x02,x03) |
ConditionalDefeat(xCD) | ConditionalDefeat(x00) |
Wait(TIMER) | Wait(x40) |
Variable ID : Byte (hex)
Click here for the list of Variables