T1 Pummel

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Front spin punch
LoadFrameWait(5C,04)
MoveBackward2()
LoadFrameWait(5D,08)
PlayAttackSound(00)
LoadFrameWait(5C,02)
MoveForward2()
LoadFrameWait(61,02)
LoadFrameWait(62,02)
PlayAttackSound(01)
LoadFrameWait(63,02)		#loop to here
FlipHorizontal()		#can't believe it took me so long to realise this was spin punch haha
LoadFrameWait(63,02)
SetFrameOffset(31)		#add 0x31 to frames called after this point
LoadFrameWait(63,02)
FlipHorizontal()
LoadFrameWait(63,02)
SetFrameOffset(00)		#reset above to 0
Wait(EE,04)			#loop the last 12 bytes of instructions 4 times
LoadFrameWait(63,04)
LoadFrameWait(62,04)
LoadFrameWait(61,04)
PauseAnimation()
Back spin punch
LoadFrameWait(8D,04)
MoveBackward2()
LoadFrameWait(8E,08)
PlayAttackSound(00)
LoadFrameWait(8D,02)
MoveForward2()
LoadFrameWait(92,02)
LoadFrameWait(93,02)
PlayAttackSound(01)
LoadFrameWait(94,02)
FlipHorizontal()
LoadFrameWait(94,02)
SetFrameOffset(CF)			#add 0xCF to anim. frames past this point (-31)
LoadFrameWait(94,02)			#calls frame 0x63
FlipHorizontal()
LoadFrameWait(94,02)
SetFrameOffset(00)
Wait(EE,04)
LoadFrameWait(94,04)
LoadFrameWait(93,04)
LoadFrameWait(92,04)
PauseAnimation()
Front Pummel
LoadFrameWait(5C,04)
LoadFrameWait(5D,06)
WeaponSheatheCheck1(FE)
LoadFrameWait(5C,02)			#loop to here
MoveBackward1()
LoadFrameWait(61,02)
LoadFrameWait(62,02)
MoveForward1()
LoadFrameWait(63,02)
MoveForward1()
LoadFrameWait(62,04)
LoadFrameWait(61,02)
MoveBackward1()
Wait(EC,04)				#loop last 14 bytes 4 times
LoadFrameWait(61,08)
PauseAnimation()
Back Pummel
LoadFrameWait(8D,04)
LoadFrameWait(8E,06)
WeaponSheatheCheck1()
LoadFrameWait(FE,8D)			#loop to here
MoveBackward1()
LoadFrameWait(92,02)
LoadFrameWait(93,02)
MoveForward1()
LoadFrameWait(94,02)
MoveForward1()
LoadFrameWait(93,04)
LoadFrameWait(92,02)
MoveBackward1()
Wait(EC,04)				#loop last 14 bytes 4 times
LoadFrameWait(92,08)
PauseAnimation()