Difference between revisions of "T1 High Mod Bow"

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m (fixing line breaks whoops)
m
Line 1: Line 1:
  ffe2(11)
+
  SetLayerPriority(11)
 
  QueueSpriteAnim(01,0C) #bit of an odd throw animation to start. seperate to the other throws, that's for sure.
 
  QueueSpriteAnim(01,0C) #bit of an odd throw animation to start. seperate to the other throws, that's for sure.
 
  PlayAttackSound(00)
 
  PlayAttackSound(00)
Line 20: Line 20:
 
  PauseAnimation()
 
  PauseAnimation()
 
   
 
   
  ffe2(0B)
+
  SetLayerPriority(0B)
 
  QueueSpriteAnim(01,0D)
 
  QueueSpriteAnim(01,0D)
 
  PlayAttackSound(00)
 
  PlayAttackSound(00)

Revision as of 09:05, 6 September 2022

SetLayerPriority(11)
QueueSpriteAnim(01,0C)		#bit of an odd throw animation to start. seperate to the other throws, that's for sure.
PlayAttackSound(00)
LoadFrameWait(77,02)
MoveBackward2()
LoadFrameWait(77,08)
LoadFrameWait(78,02)
MoveForward2()
LoadFrameWait(79,04)
MoveForward2()
LoadFrameWait(79,0A)
fff6(59)			#???????
QueueThrowAnimation(0000)
LoadFrameWait(79,12)
LoadFrameWait(79,02)
WeaponSheatheCheck2(FE)
LoadFrameWait(7B,02)
MoveBackward1()
LoadFrameWait(7C,04)
PauseAnimation()

SetLayerPriority(0B)
QueueSpriteAnim(01,0D)
PlayAttackSound(00)
LoadFrameWait(A8,02)
MoveBackward2()
LoadFrameWait(A8,08)
LoadFrameWait(A9,02)
MoveForward2()
LoadFrameWait(AA,04)
MoveForward2()
LoadFrameWait(AA,0A)
fff6(59)
QueueThrowAnimation(0000)
LoadFrameWait(AA,12)
LoadFrameWait(AA,02)
WeaponSheatheCheck2(FE)
LoadFrameWait(AC,02)
MoveBackward1()
LoadFrameWait(AD,04)
PauseAnimation()