Difference between revisions of "FF7/Field/Script/Opcodes/AE ANIME2"

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my_wiki>Akari
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* '''const UByte''' ''A'': Animation ID for this entity's field object.
 
* '''const UByte''' ''A'': Animation ID for this entity's field object.
* '''const UByte''' ''S'': Speed the animation is played at. Higher numbers indicate slower animations.
+
* '''const UByte''' ''S'': Speed the animation is played at. Real model animation speed divide by this to calculate real play speed.
  
 
==== Description ====
 
==== Description ====
  
 
Similarly to [[FF7/Field/Script/Opcodes/A3 ANIME1|ANIME1]], the animation specified by ''A'' is played at speed ''S'' for the current entity's field object. However, in contrast, the current script's execution is '''not''' halted whilst the animation is played.
 
Similarly to [[FF7/Field/Script/Opcodes/A3 ANIME1|ANIME1]], the animation specified by ''A'' is played at speed ''S'' for the current entity's field object. However, in contrast, the current script's execution is '''not''' halted whilst the animation is played.

Revision as of 17:54, 21 January 2008

  • Opcode: 0xAE
  • Short name: ANIME2
  • Long name: Animate/Return

Memory layout

0xAE A S

Arguments

  • const UByte A: Animation ID for this entity's field object.
  • const UByte S: Speed the animation is played at. Real model animation speed divide by this to calculate real play speed.

Description

Similarly to ANIME1, the animation specified by A is played at speed S for the current entity's field object. However, in contrast, the current script's execution is not halted whilst the animation is played.