RotateUnit

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{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