Difference between revisions of "UnitAnim"
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= {11} {{IE_11}} = | = {11} {{IE_11}} = | ||
− | {{IE_11_ex}} | + | '''{{IE_11_ex}}''' |
{{IE_11_desc}} | {{IE_11_desc}} |
Revision as of 13:51, 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.
- x00 Enable 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
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.