RotateUnit

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Revision as of 14:08, 30 December 2013 by Xifanie (talk | contribs) (Created page with "= RotateUnit = The given unit will rotate to a given direction. See Also: {53}FaceUnit {64}WaitRotateUnit ★ Event_Ins...")
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RotateUnit

The given 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 makes it affect all units on the field.


Do not affect enemies : Byte (hex)

If set to 0x01 enemies will not rotate, only the player's units and guests.


Direction : Byte (hex)

Check the Map section to know what direction to use.

  • 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


Direction of rotation : Byte (hex)

  • 0x00: Automatic (shortest way)
  • 0x01: Clockwise
  • 0x02: Counter-clockwise


Rotation Speed : Byte (hex)

Time required between every 45 degrees rotation until unit is facing the other one.

  • 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
  • ??: 1/16 seconds


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.