T1 Weapon Throw

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Revision as of 06:50, 28 May 2022 by Talcall (talk | contribs) (Created page with " 98: Front throw ffe2(11) LoadFrameWait(56,04) MoveBackward2() LoadFrameWait(54,02) LoadFrameWait(55,08) WeaponSheatheCheck1(FE) PlayAttackSound(00) QueueSpriteAnim(02...")
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98: Front throw
ffe2(11)
LoadFrameWait(56,04)
MoveBackward2()
LoadFrameWait(54,02)
LoadFrameWait(55,08)
WeaponSheatheCheck1(FE)
PlayAttackSound(00)
QueueSpriteAnim(02,18)
MoveUnitFB(00)				#hello and welcome to the department of redundancy department (move unit 0 units forward/backward)
LoadFrameWait(57,02)
MoveForward2()
LoadFrameWait(59,02)
QueueThrowAnimation(0000)		#I am awfully curious why this seems to just be 0. surely you could cut down on byte usage if you trimmed it down to like, 2 bytes?
LoadFrameWait(5A,0A)
LoadFrameWait(5A,04)
LoadFrameWait(59,02)
PauseAnimation()

99: Back throw
ffe2(0B)
LoadFrameWait(87,04)
MoveBackward2()
LoadFrameWait(85,02)
LoadFrameWait(86,08)
WeaponSheatheCheck1(FE)
PlayAttackSound(00)
QueueSpriteAnim(02,19)
MoveUnitFB(00)				#the redundancy is here too, don't worry (thanks squeenix)
LoadFrameWait(88,02)
MoveForward2()
LoadFrameWait(8A,02)
QueueThrowAnimation(0000)
LoadFrameWait(8B,0A)
LoadFrameWait(8B,04)
LoadFrameWait(8A,02)
PauseAnimation()