WalkTo
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{28} WalkTo
WalkTo(xID,x00,XXX,YYY,xEL,x00,+SPD,x01)
Makes a unit attempt to walk to a given tile.
If the unit cannot reach destination, it will only enter walking state and not move at all.
Units in events have 3 Jump regardless of equipped or innate abilities using this instruction, but {70} Jump ignores this limit.
WARNING: A unit cannot WalkTo into/over water! However, you can use {70} Jump to counter this problem, and it will work just as well.
See Also: {29} WaitWalk(xID,x00) ― {80} March
Unit ID : Byte (hex)
ID of the unit specified in the ENTD.
Unknown 1 : Byte (hex)
Almost always x00; Very rarely xFF, xFE or xFD
X coordinate : Byte (unsigned)
Value of the tile on the X axis.
Y coordinate : Byte (unsigned)
Value of the tile on the Y axis.
Elevation : Byte (hex)
- 0x00 = Default elevation tile
- 0x01 = Higher elevation tile.
Unknown 3 : Byte (hex)
Most of the time x00. Other values are too random to list.
Speed : Byte (signed)
- +008 : Walk
- +024 : Run
Unknown 4 : Byte (hex)
Most of the time x01; sometimes x00.