Difference between revisions of "FF7/Field/Script/Opcodes/B6 DIRA"

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* Long name: Direction to Entity
 
* Long name: Direction to Entity
  
==== Memory layout ====
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==== Memory layout ====
{| border="1" cellspacing="1" cellpadding="3" style="border: 1px solid black; border-collapse: collapse;"
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 +
{| style="border: 1px solid black; border-collapse: collapse" border="1" cellspacing="1" cellpadding="3"
 
! width="40" | 0xB6
 
! width="40" | 0xB6
 
! width="40" | ''E''
 
! width="40" | ''E''
 
|}
 
|}
  
==== Arguments ====
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==== Arguments ====
  
* '''const UByte''' ''E'': Entity ID to direct towards.
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* '''const UByte''' ''E''<nowiki>: Entity ID to direct towards. </nowiki>
  
==== Description ====
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==== Description ====
  
Directs the field object towards the entity with the given ID. As with [[FF7/Field/Script/Opcodes/AA MOVA|MOVA]], the entity ID is an offset in the entire entity list, and not into the visible object/entities list, and will also have no effect if a non-visible entity is given.
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Instantaneously directs the field object towards the entity with the given ID. As with [[FF7/Field/Script/Opcodes/AA_MOVA|MOVA]], the entity ID is an offset in the entire entity list, and not into the visible object/entities list, and will also have no effect if a non-visible entity is given.

Latest revision as of 05:18, 23 May 2019

  • Opcode: 0xB6
  • Short name: DIRA
  • Long name: Direction to Entity

Memory layout

0xB6 E

Arguments

  • const UByte E: Entity ID to direct towards.

Description

Instantaneously directs the field object towards the entity with the given ID. As with MOVA, the entity ID is an offset in the entire entity list, and not into the visible object/entities list, and will also have no effect if a non-visible entity is given.