FaceUnit2
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{2C} FaceUnit2
FaceUnit2(xFU,x00,xAU,xMT,xCL,xRS,xDL)
A copy of {53} FaceUnit with one a certain value set to 0 instead of 1. Visually, there doesn't seem to be any difference with the other. Makes unit(s) rotate to face a specified unit. The rotation direction is the shortest one (Clockwise as default).
See Also: {2D} RotateUnit ― {53} FaceUnit ― {64} WaitRotateUnit ― {65} WaitRotateAll
Faced Unit ID : Byte (hex)
ID of the unit specified in the ENTD that will be faced from the Target(s).
x00 : Byte (hex)
This value is always set to x00 in the original game; it probably doesn't have a function.
Affected Units : Byte (hex)
If Multi Targeting is set to x00:
- Unit ID: ID of the unit specified in the ENTD.
If Multi Targeting is set to x01:
- x00: Player's Team (blue)
- x01: Player's Team (blue)
- x02: All Enemy Teams (red/green/lightblue)
- x03: All Enemy Teams (red/green/lightblue)
- x04: All Teams
Multi Targeting : Byte (hex)
- x00: One Target → Unit ID
- x01: Various outcomes; see Affected Unit(s)
- x02: Target All Teams
Clockwise/Counter-Clockwise : Byte (hex)
- 0x00: Automatic (shortest way; Clockwise as default)
- 0x01: Clockwise
- 0x02: Counter-clockwise
Rotation Speed : Byte (hex)
Time elapsed after every 22.5° rotation (8 times for a 180° turn-around).
Every non-listed value has a frame length of 0, which is then defaulted to 1 (or 0.016 seconds)
(This table can be found and altered in BATTLE.BIN at 0x00102750; 1 byte per value)
ID | Frame Length | Seconds Equivalent |
---|---|---|
x00 | 4 | 0.066 |
x01 | 2 | 0.033 |
x02 | 1 | 0.016 |
x05 | 3 | 0.05 |
x06 | 2 | 0.033 |
x07 | 1 | 0.016 |
x08 | 20 | 0.333 |
x09 | 176 | 2.933 |
x0A | 22 | 0.366 |
x0B | 12 | 0.2 |
x0C | 49 | 0.816 |
x10 | 31 | 0.516 |
x11 | 188 | 3.133 |
x12 | 254 | 4.233 |
x13 | 255 | 4.25 |
x14 | 255 | 4.25 |
x18 | 15 | 0.25 |
x19 | 188 | 3.133 |
x1A | 190 | 3.166 |
x1B | 255 | 4.25 |
x1C | 255 | 4.25 |
x24 | 8 | 0.133 |
x26 | 16 | 0.266 |
x29 | 1 | 0.016 |
x30 | 126 | 2.1 |
x32 | 16 | 0.266 |
x34 | 6 | 0.1 |
x36 | 10 | 0.166 |
x39 | 1 | 0.016 |
x40 | 190 | 3.166 |
x42 | 28 | 0.466 |
x44 | 20 | 0.333 |
x46 | 4 | 0.066 |
x49 | 1 | 0.016 |
x50 | 168 | 2.8 |
x52 | 28 | 0.466 |
x54 | 20 | 0.333 |
x56 | 4 | 0.066 |
x59 | 1 | 0.016 |
x60 | 88 | 1.466 |
x64 | 16 | 0.266 |
x66 | 16 | 0.266 |
x69 | 1 | 0.016 |
x70 | 72 | 1.2 |
x74 | 16 | 0.266 |
x76 | 16 | 0.266 |
x78 | 160 | 2.666 |
Delay : Byte (hex)
Time elapsed before each unit starts rotating.
ID | Frame Length | Seconds Equivalent |
---|---|---|
x00 | 1 | 0.016 |
x04 | 2 | 0.033 |
x08 | 3 | 0.05 |
x0C | 4 | 0.066 |
x10 | 5 | 0.083 |
x14 | 6 | 0.1 |
x18 | 7 | 0.116 |
x1C | 8 | 0.133 |
x20 | 9 | 0.15 |
x24 | 10 | 0.166 |
x28 | 11 | 0.183 |
x2C | 12 | 0.2 |
x30 | 13 | 0.216 |
x34 | 14 | 0.233 |
x38 | 15 | 0.25 |
x3C | 16 | 0.266 |
x40 | 17 | 0.283 |
x44 | 18 | 0.3 |
x48 | 19 | 0.316 |
x4C | 20 | 0.333 |
x50 | 21 | 0.35 |
x54 | 22 | 0.366 |
x58 | 23 | 0.383 |
x5C | 24 | 0.4 |
x60 | 25 | 0.416 |
x64 | 26 | 0.433 |
x68 | 27 | 0.45 |
x6C | 28 | 0.466 |
x70 | 29 | 0.483 |
x74 | 30 | 0.5 |
x78 | 31 | 0.516 |
x7C | 32 | 0.533 |
x80 | 33 | 0.55 |
x84 | 34 | 0.566 |
x88 | 35 | 0.583 |
x8C | 36 | 0.6 |
x90 | 37 | 0.616 |
x94 | 38 | 0.633 |
x98 | 39 | 0.65 |
x9C | 40 | 0.666 |
xA0 | 41 | 0.683 |
xA4 | 42 | 0.7 |
xA8 | 43 | 0.716 |
xAC | 44 | 0.733 |
xB0 | 45 | 0.75 |
xB4 | 46 | 0.766 |
xB8 | 47 | 0.783 |
xBC | 48 | 0.8 |
xC0 | 49 | 0.816 |
xC4 | 50 | 0.833 |
xC8 | 51 | 0.85 |
xCC | 52 | 0.866 |
xD0 | 53 | 0.883 |
xD4 | 54 | 0.9 |
xD8 | 55 | 0.916 |
xDC | 56 | 0.933 |
xE0 | 57 | 0.95 |
xE4 | 58 | 0.966 |
xE8 | 59 | 0.983 |
xEC | 60 | 1 |
xF0 | 61 | 1.016 |
xF4 | 62 | 1.033 |
xF8 | 63 | 1.05 |
xFC | 64 | 1.066 |