RotateUnit
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{2D} 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.