Difference between revisions of "RotateUnit"

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= [[Event_Instruction_2D|{2D} {{IE_2D}}]] =
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= {2D} {{IE_2D}} =
The given unit will rotate to a given direction.
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{{IE_2D_ex}}
 +
 
 +
{{IE_2D_desc}}
  
  
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{{UnitID}}
 
{{UnitID}}
*0x00 makes it affect all units on the field.
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*0x00: Enables Multi Targeting
  
  
== Do not affect enemies : Byte (hex) ==
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{{MultiTarget}}
If set to 0x01 enemies will not rotate, only the player's units and guests.
 
  
  
== Direction : Byte (hex) ==
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== 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
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*0x0E: East
 
*0x0E: East
 
*0x0F: South East
 
*0x0F: South East
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 +
=== Using proper Standing Frame, UnitAnim() 01, 02. ===
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*x00: South
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*x01: Southwest
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*x02: Southwest
 +
*x03: West
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*x04: West
 +
*x05: Northwest
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*x06: Northwest
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*x07: North
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*x08: North
 +
*x09: Northeast
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*x0A: Northeast
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*x0B: East
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*x0C: East
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*x0D: Southeast
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*x0E: Southeast
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*x0F: South
  
  
== Direction of rotation : Byte (hex) ==
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== Clockwise/Counter-Clockwise : Byte (hex) ==
 
*0x00: Automatic (shortest way)
 
*0x00: Automatic (shortest way)
 
*0x01: Clockwise
 
*0x01: Clockwise
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== Rotation Speed : Byte (hex) ==
 
== Rotation Speed : Byte (hex) ==
Time required between every 45 degrees rotation until unit is facing the other one.
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Time required between every 45 degrees rotation.
 
*00: 3/8 seconds
 
*00: 3/8 seconds
 
*01: 1/4 seconds
 
*01: 1/4 seconds
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*0B: 1/2 seconds
 
*0B: 1/2 seconds
 
*0C: 5/4 seconds
 
*0C: 5/4 seconds
*??: 1/16 seconds
 
  
  
 
== Time between units : Byte (unsigned) ==
 
== Time between units : Byte (unsigned) ==
Time eslaped before the next unit starts rotating. 0xFF is about 1 second, 0x00 is instant. However there seems to be a lot of randomness regarding which will be the next unit and the time set in this byte.
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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

{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