T1 Weapon Throw

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98: Front throw
SetLayerPriority(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
SetLayerPriority(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()