Difference between revisions of "T1 Dragoon Jump 3"

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(Created page with " LoadFrameWait(02,04) LoadFrameWait(13,04) LoadFrameWait(15,08) LoadFrameWait(13,02) LoadFrameWait(1B,04) ffc1(0F,08) LoadFrameWait(1F,02) #up to here seems fine for...")
 
Line 4: Line 4:
 
  LoadFrameWait(13,02)
 
  LoadFrameWait(13,02)
 
  LoadFrameWait(1B,04)
 
  LoadFrameWait(1B,04)
  ffc1(0F,08)
+
  QueueDistortAnim(0F,08)
 
  LoadFrameWait(1F,02) #up to here seems fine for a jump animation
 
  LoadFrameWait(1F,02) #up to here seems fine for a jump animation
  ffc0(FE)
+
  WaitForDistort(FE)
  ffc1(06,01)
+
  QueueDistortAnim(06,01) #just because I know what the instruction does now... does not mean I know what every distortion ID does.
 
  LoadFrameWait(5C,02) #suddenly attacking a target?
 
  LoadFrameWait(5C,02) #suddenly attacking a target?
  ffc0(FE)
+
  WaitForDistort(FE)
 
  PlaySound(1C) #plays 1C?
 
  PlaySound(1C) #plays 1C?
  ffc1(0B,08)
+
  QueueDistortAnim(0B,08)
 
  LoadFrameWait(66,02)
 
  LoadFrameWait(66,02)
  ffc0(FE)
+
  WaitForDistort(FE)
 
  LoadFrameWait(15,04) #critical stance?
 
  LoadFrameWait(15,04) #critical stance?
 
  PostGenericAttack()
 
  PostGenericAttack()
 
  PlayAttackSound(01) #plays fist hit sound? (no weapon referenced here)
 
  PlayAttackSound(01) #plays fist hit sound? (no weapon referenced here)
  ffc1(0E,0A)
+
  QueueDistortAnim(0E,0A)
 
  LoadFrameWait(59,02)
 
  LoadFrameWait(59,02)
 
  LoadFrameWait(56,02) #pulling back a punch?
 
  LoadFrameWait(56,02) #pulling back a punch?
  ffc0(FE)
+
  WaitForDistort(FE)
 
  LoadFrameWait(13,02) #crouching?
 
  LoadFrameWait(13,02) #crouching?
 
  PauseAnimation()
 
  PauseAnimation()
Line 29: Line 29:
 
  LoadFrameWait(14,02)
 
  LoadFrameWait(14,02)
 
  LoadFrameWait(1D,04)
 
  LoadFrameWait(1D,04)
  ffc1(0F,08)
+
  QueueDistortAnim(0F,08)
 
  LoadFrameWait(21,02)
 
  LoadFrameWait(21,02)
  ffc0(FE)
+
  WaitForDistort(FE)
  ffc1(06,01)
+
  QueueDistortAnim(06,01)
 
  LoadFrameWait(8D,02)
 
  LoadFrameWait(8D,02)
  ffc0(FE)
+
  WaitForDistort(FE)
 
  PlaySound(1C)
 
  PlaySound(1C)
  ffc1(0B,08)
+
  QueueDistortAnim(0B,08)
 
  LoadFrameWait(97,02)
 
  LoadFrameWait(97,02)
  ffc0(FE)
+
  WaitForDistort(FE)
 
  LoadFrameWait(16,04)
 
  LoadFrameWait(16,04)
 
  PostGenericAttack()
 
  PostGenericAttack()
 
  PlayAttackSound(01)
 
  PlayAttackSound(01)
  ffc1(0E,0A)
+
  QueueDistortAnim(0E,0A)
 
  LoadFrameWait(8A,02)
 
  LoadFrameWait(8A,02)
 
  LoadFrameWait(87,02)
 
  LoadFrameWait(87,02)
  ffc0(FE)
+
  WaitForDistort(FE)
 
  LoadFrameWait(14,06)
 
  LoadFrameWait(14,06)
 
  PauseAnimation()
 
  PauseAnimation()

Revision as of 10:26, 10 October 2022

LoadFrameWait(02,04)
LoadFrameWait(13,04)
LoadFrameWait(15,08)
LoadFrameWait(13,02)
LoadFrameWait(1B,04)
QueueDistortAnim(0F,08)
LoadFrameWait(1F,02)				#up to here seems fine for a jump animation
WaitForDistort(FE)
QueueDistortAnim(06,01)			#just because I know what the instruction does now... does not mean I know what every distortion ID does.
LoadFrameWait(5C,02)				#suddenly attacking a target?
WaitForDistort(FE)
PlaySound(1C)					#plays 1C?
QueueDistortAnim(0B,08)
LoadFrameWait(66,02)
WaitForDistort(FE)
LoadFrameWait(15,04)				#critical stance?
PostGenericAttack()
PlayAttackSound(01)				#plays fist hit sound? (no weapon referenced here)
QueueDistortAnim(0E,0A)
LoadFrameWait(59,02)
LoadFrameWait(56,02)				#pulling back a punch?
WaitForDistort(FE)
LoadFrameWait(13,02)				#crouching?
PauseAnimation()
LoadFrameWait(08,04)
LoadFrameWait(14,04)
LoadFrameWait(16,08)
LoadFrameWait(14,02)
LoadFrameWait(1D,04)
QueueDistortAnim(0F,08)
LoadFrameWait(21,02)
WaitForDistort(FE)
QueueDistortAnim(06,01)
LoadFrameWait(8D,02)
WaitForDistort(FE)
PlaySound(1C)
QueueDistortAnim(0B,08)
LoadFrameWait(97,02)
WaitForDistort(FE)
LoadFrameWait(16,04)
PostGenericAttack()
PlayAttackSound(01)
QueueDistortAnim(0E,0A)
LoadFrameWait(8A,02)
LoadFrameWait(87,02)
WaitForDistort(FE)
LoadFrameWait(14,06)
PauseAnimation()