Event Instructions

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Revision as of 11:21, 12 August 2020 by Xifanie (talk | contribs)
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Download the latest CONFIG.INI (2014-04-10)

Mini-Guides


New Instructions exclusive:


Instructions

Instruction Name Example History
{10} DisplayMessage DisplayMessage(x10,xDT,xMSG#,xID,x00,xPR,+XXXXX,+YYYYY,+ARPOS,xOT)
{11} UnitAnim UnitAnim(xAU,xMT,xANIM,x00) Structure Altered
{12}
{13} ChangeMapBeta ChangeMapBeta(MAP,x00) Renamed (ChangeMap)
{16} Pause Pause()
{17} Never used
{18} Effect Effect(xEFID,xID,XXX,YYY,x00)
{19} Camera Camera(+XXXXX,+ZZZZZ,+YYYYY,+ANGLE,+MAPRT,+CAMRT,+ZOOM%,+TIMER)
{1A} MapDarkness MapDarkness(xBM,+RED,+GRN,+BLU,TIM) Introduced
{1B} MapLight MapLight(+00000,+00000,+?????,+RRRED,+GREEN,+BBLUE,+TIMER) Introduced
{1C} EventSpeed EventSpeed(xSP) Introduced
{1D} CameraFusionStart CameraFusionStart() Introduced
{1E} CameraFusionEnd CameraFusionEnd() Introduced
{1F} Focus Focus(xID,x00,xID,x00,x00)
{21} SoundEffect SoundEffect(xSDID)
{22} SwitchTrack SwitchTrack(x01,+VOL,TIM)
{23} Never used
{24} Never used
{25} Never used
{26} Never used
{27} ReloadMapState ReloadMapState() Introduced
{28} WalkTo WalkTo(xID,x00,XXX,YYY,xEL,x00,+SPD,x01)
{29} WaitWalk WaitWalk(xID,x00)
{2A} BlockStart BlockStart()
{2B} BlockEnd BlockEnd()
{2C} FaceUnit2 FaceUnit2(xFU,x00,xAU,xMT,xCL,xRS,xDL) Introduced
{2D} RotateUnit RotateUnit(xAU,xMT,xDR,xCL,xRS,xDL) Structure Altered
{2E} Background Background(RDT,GRT,BLT,RDB,GRB,BLB,TIM,xBS)
{31} ColorBGBeta ColorBGBeta(xPR,+RED,+GRN,+BLU,TIM)
{32} ColorUnit ColorUnit(xAU,xMT,xPR,+RED,+GRN,+BLU,TIM)
{33} ColorField ColorField(xPR,+RED,+GRN,+BLU,TIM)
{37} Never used
{38} FocusSpeed FocusSpeed(+SPEED) Introduced
{39}
{3A}
{3B} SpriteMove SpriteMove(xID,x00,+XXXXX,+ZZZZZ,+YYYYY,xMV,x??,+TIMER)
{3C} Weather Weather(xWP,x01)
{3D} RemoveUnit RemoveUnit(xID,x00)
{3E} ColorScreen ColorScreen(xBM,IRD,IGR,IBL,TRD,TGR,TBL,+TIMER) Introduced
{3F} Never used
{40}
{41} EarthquakeStart EarthquakeStart(MAG,MER,SMG,SSD) Renamed (Earthquake)
{42} EarthquakeEnd EarthquakeEnd()
{43} CallFunction CallFunction(xFC)
{44} Draw Draw(xID,x00)
{45} AddUnit AddUnit(xID,x00,xDR) Renamed (UnitPresent)
{46} Erase Erase(xID,x00)
{47} AddGhostUnit AddGhostUnit(xSP,x00,xID,XXX,YYY,xEL,xFD,xDR) Introduced
{48} WaitAddUnit WaitAddUnit() Introduced
{49} AddUnitStart AddUnitStart() Renamed (AddUnitPrep)
{4A} AddUnitEnd AddUnitEnd() Renamed (AddUnitStart)
{4B} WaitAddUnitEnd WaitAddUnitEnd() Renamed (AddUnitEnd)
{4C} ChangeMap ChangeMap(MAP,x00) Renamed (BlackoutBeta)
{4D} Reveal Reveal(TIM) Introduced
{4E} UnitShadow UnitShadow(xID,x00,xSH) Renamed (AddUnit)
{4F} SetDaytime SetDaytime(xDT) Introduced
{50} PortraitCol PortraitCol(xPC)
{51} ChangeDialog ChangeDialog(xDB,xMSG#,xPR,xPP)
{53} FaceUnit FaceUnit(xFU,x00,xAU,xMT,xCL,xRS,xDL)
{54} Use3DObject Use3DObject(xID,xST) Introduced
{55} UseFieldObject UseFieldObject(xID,x00)
{56} Wait3DObject Wait3DObject() Introduced
{57} WaitFieldObject WaitFieldObject()
{58} LoadEVTCHR LoadEVTCHR(xBL,xEV,x00)
{59} SaveEVTCHR SaveEVTCHR(xBL)
{5A} SaveEVTCHRClear SaveEVTCHRClear(xBL,x00) Introduced
{5B} LoadEVTCHRClear LoadEVTCHRClear(xBL,x00) Introduced
{5C} Never used
{5D} Never used
{5E} EndTrack EndTrack(x??) Introduced
{5F} WarpUnit WarpUnit(xID,x00,XXX,YYY,xEL,xFD)
{60} FadeSound FadeSound(x00,TIM) Introduced
{61} Never used
{62} Never used
{63}
{64} WaitRotateUnit WaitRotateUnit(xID,x00)
{65} WaitRotateAll WaitRotateAll() Renamed (WaitFaceUnit)
{66}
{68} MirrorSprite MirrorSprite(xID,x00,xMI) Introduced
{69} FaceTile FaceTile(xAU,xMT,XXX,YYY,x00,xCL,xRS,xDL) Introduced
{6A} EditBGSound EditBGSound(xSD,+ECH,+VOL,x00,xWT) Introduced
{6B} BGSound BGSound(xSD,+ECH,+VOL,xST,TIM)
{6C} Never used
{6D}
{6E} SpriteMoveBeta SpriteMoveBeta(xID,x00,+XXXXX,+ZZZZZ,+YYYYY,xMV,x??,+SPEED) Introduced
{6F} WaitSpriteMove WaitSpriteMove(xID,x00)
{70} Jump Jump(xID,x00,DST,xDR) Introduced
{71}
{72} Never used
{73}
{74} Never used
{75}
{76} DarkScreen DarkScreen(x00,xSH,ESP,RTS,x00,SES)
{77} RemoveDarkScreen RemoveDarkScreen()
{78} DisplayConditions DisplayConditions(xMG,DST)
{79} WalkToAnim WalkToAnim(xID,x00,xANIM) Renamed (MovementAnim)
{7A} DismissUnit DismissUnit(xJB,x00)
{7B}
{7C}
{7D} ShowGraphic ShowGraphic(xGR) Renamed (ShowChapter)
{7E} WaitValue WaitValue(xADDR,xVALU) Introduced
{7F} EVTCHRPalette EVTCHRPalette(xID,x00,xBL,xPL) Introduced
{80} March March(xAU,xMT,TIM)
{81} Never used
{82}
{83} ChangeStats ChangeStats(xAU,xMT,xST,+VALUE)
{84} PlayTune PlayTune(xSG) Introduced
{85} UnlockDate UnlockDate(xTL) Renamed (Date)
{86} TempWeapon TempWeapon(xID,x00,xIT)
{87} Arrow Arrow(xTG,x00,xSH,x00)
{88} MapUnfreeze MapUnfreeze() Introduced
{89} MapFreeze MapFreeze() Introduced
{8A} EffectStart EffectStart()
{8B} EffectEnd EffectEnd()
{8C} UnitAnimRotate UnitAnimRotate(xID,x00,xDR,xANIM,x00) Introduced
{8E} WaitGraphicPrint WaitGraphicPrint() Renamed (ShowChapterEnd)
{8F}
{90}
{91} ShowMapTitle ShowMapTitle(+XXX,+YYY,+SPD)
{92} InflictStatus InflictStatus(xID,x00,xSS,x0C,x00)
{93}
{94} TeleportOut TeleportOut(xID,x00)
{95} Never used
{96} AppendMapState AppendMapState() Introduced
{97} ResetPalette ResetPalette(xID,x00) Renamed (ResetUnitColor)
{98} TeleportIn TeleportIn(xID,x00)
{99} BlueRemoveUnit BlueRemoveUnit(xID,x00)
{A0} LTE LTE() Introduced
{A1} GTE GTE() Introduced
{A2} EQ EQ() Introduced
{A3} NEQ NEQ() Introduced
{A4} LT LT() Introduced
{A5} GT GT() Introduced
{B0} ADD ADD(xVARI,xVALU)
{B1} ADDVar ADDVar(xVAR1,xVAR2) Introduced
{B2} SUB SUB(xVARI,xVALU)
{B3} SUBVar SUBVar(xVAR1,xVAR2) Introduced
{B4} MULT MULT(xVARI,xVALU)
{B5} MULTVar MULTVar(xVAR1,xVAR2) Introduced
{B6} DIV DIV(xVARI,xVALU)
{B7} DIVVar DIVVar(xVAR1,xVAR2) Introduced
{B8} MOD MOD(xVARI,xVALU) Renamed (MULTHI)
{B9} MODVar MODVar(xVAR1,xVAR2) Renamed (DIVHI)
{BA} AND AND(xVARI,xVALU)
{BB} ANDVar ANDVar(xVAR1,xVAR2) Introduced
{BC} OR OR(xVARI,xVALU)
{BD} ORVar ORVar(xVAR1,xVAR2) Introduced
{BE} ZERO ZERO(xVARI)
{C0} Never used
{D0} JumpForwardIfZero JumpForwardIfZero(xJF) Introduced
{D1} JumpForward JumpForward(xJF) Introduced
{D2} ForwardTarget ForwardTarget(xJF) Introduced
{D3} JumpBack JumpBack(xJB) Introduced
{D4}
{D5} BackTarget BackTarget(xJB) Introduced
{D8} Never used
{D9} Never used
{DA} Never used
{DB} EventEnd EventEnd()
{DC} Never used
{E0} Never used
{E3} EventEnd2 EventEnd2() Introduced
{E5} WaitForInstruction WaitForInstruction(xIN,x00)
{F0}
{F1} Wait Wait(TIMER)
{F2} Pad Pad() Introduced


New Instructions

These instructions require the Event Instruction Upgrade hack.

Instruction Name Example
{2F} BlockLoop BlockLoop(LPA,xVR,xDEST)
{AC} LUI LUI(xVARI,xVALU)
{AE} SET SET(xVARI,xVALU)
{AF} SETVar SETVar(xVAR1,xVAR2)
{BF} Random Random(xVR,MODUL)
{C1} LoadAddress LoadAddress(xVR,xVALU,xVA,LEN)
{C2} UnitAddress UnitAddress(xID,xVR)
{C3} WorldUnitAddress WorldUnitAddress(xID,xVR)
{C4} SaveAddress SaveAddress(xVR,xVALU,xVA,LEN)
{C5} UpdateUnit UpdateUnit(xID,xPR)
{C6} TransformUnit TransformUnit(xAV,xPA,xJB)
{CD} PostEvent PostEvent(xAC,xSCEN)
{CE} LoadConditionals LoadConditionals(xCOND)
{CF} Routine Routine(rROUTINEA)
[[Event_Instruction_FC|{FC} Template:IE FC]] Template:IE FC ex