FaceUnit
Contents
{53} FaceUnit
FaceUnit(xFU,x00,xAU,xMT,xCL,xRS,xDL)
Makes unit(s) rotate to face a specified unit. The rotation direction is the shortest one (Clockwise as default).
See Also: {2D} RotateUnit ― {65} WaitRotateAll
Faced Unit ID : Byte (hex)
ID of the unit specified in the ENTD that will be faced from the Target(s).
x00 : Byte (hex)
This value is always set to x00 in the original game; it probably doesn't have a function.
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
x00 : Byte (hex)
This value is always set to x00 in the original game; it probably doesn't have a function.
Rotation Speed : Byte (hex)
Time elapsed after every 22.5° rotation (8 times for a 180° turn-around).
Every non-listed value has a frame length of 0, which is then defaulted to 1 (or 0.016 seconds)
(This table can be found and altered in BATTLE.BIN at 0x00102750; 1 byte per value)
ID | Frame Length | Seconds Equivalent |
---|---|---|
x00 | 4 | 0.066 |
x01 | 2 | 0.033 |
x02 | 1 | 0.016 |
x05 | 3 | 0.05 |
x06 | 2 | 0.033 |
x07 | 1 | 0.016 |
x08 | 20 | 0.333 |
x09 | 176 | 2.933 |
x0A | 22 | 0.366 |
x0B | 12 | 0.2 |
x0C | 49 | 0.816 |
x10 | 31 | 0.516 |
x11 | 188 | 3.133 |
x12 | 254 | 4.233 |
x13 | 255 | 4.25 |
x14 | 255 | 4.25 |
x18 | 15 | 0.25 |
x19 | 188 | 3.133 |
x1A | 190 | 3.166 |
x1B | 255 | 4.25 |
x1C | 255 | 4.25 |
x24 | 8 | 0.133 |
x26 | 16 | 0.266 |
x29 | 1 | 0.016 |
x30 | 126 | 2.1 |
x32 | 16 | 0.266 |
x34 | 6 | 0.1 |
x36 | 10 | 0.166 |
x39 | 1 | 0.016 |
x40 | 190 | 3.166 |
x42 | 28 | 0.466 |
x44 | 20 | 0.333 |
x46 | 4 | 0.066 |
x49 | 1 | 0.016 |
x50 | 168 | 2.8 |
x52 | 28 | 0.466 |
x54 | 20 | 0.333 |
x56 | 4 | 0.066 |
x59 | 1 | 0.016 |
x60 | 88 | 1.466 |
x64 | 16 | 0.266 |
x66 | 16 | 0.266 |
x69 | 1 | 0.016 |
x70 | 72 | 1.2 |
x74 | 16 | 0.266 |
x76 | 16 | 0.266 |
x78 | 160 | 2.666 |
Unknown : Byte (hex)
Often 0x00, 0x08 or 0x14.