Difference between revisions of "UnitAnim"
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= {11} {{IE_11}} = | = {11} {{IE_11}} = | ||
− | + | {{IE_11_ex}} | |
+ | |||
+ | {{IE_11_desc}} | ||
+ | |||
See Also: [[Event_Instruction_3B|{3B} {{IE_3B}}]] ― [[Event_Instruction_86|{86} {{IE_86}}]] ― [[Event_Instruction_87|{87} {{IE_87}}]] ― [[Event_Instruction_79|{79} {{IE_79}}]] ― [[Event_Instruction_E5|{E5} {{IE_E5}}]](x0B,x00) | See Also: [[Event_Instruction_3B|{3B} {{IE_3B}}]] ― [[Event_Instruction_86|{86} {{IE_86}}]] ― [[Event_Instruction_87|{87} {{IE_87}}]] ― [[Event_Instruction_79|{79} {{IE_79}}]] ― [[Event_Instruction_E5|{E5} {{IE_E5}}]](x0B,x00) | ||
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− | == Unknown | + | == Unknown : Byte (hex) == |
This mostly seems to be x00 and sometimes x01. | This mostly seems to be x00 and sometimes x01. |
Revision as of 00:45, 2 January 2014
Contents
{11} UnitAnim
UnitAnim(xAU,xMT,xANIM,x00)
This instruction is used load a humanoid shaped sprite off EVTCHR.BIN on a sprite using the original unit's palette.
See Also: {3B} SpriteMove ― {86} TempWeapon ― {87} Arrow ― {79} WalkToAnim ― {E5} WaitForInstruction(x0B,x00)
Unit ID : Byte (hex)
ID of the unit specified in the ENTD. The EVTCHR sprite will be pasted directly over the unit.
Affect All : Byte (hex)
0x01 : Affect all units on the field and not only the one assigned with the Unit ID.
SEQ ID : Byte (hex)
Load an animation sequence from the corresponding SEQ file for a unit.
EVTCHR Frame : Byte (hex)
Load an animation sequence or stance from the loaded EVTCHR.BIN block.
- 0x00 = Use SEQ animation
- 0x01 = EVTCHR Block 1
- 0x02 = EVTCHR Block 2
Unknown : Byte (hex)
This mostly seems to be x00 and sometimes x01.