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* Opcode: '''0xAF'''
* Short name: '''ANIM!1'''
* Long name: Wait While Animate/Stay
==== Memory layout ====
{| border="1" cellspacing="1" cellpadding="3" style="border: 1px solid black; border-collapse: collapse;"
! width="40" | 0xAF
! width="40" | ''A''
! width="40" | ''S''
|}
==== Arguments ====
* '''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.
==== Description ====
Similarly to [[FF7/Field/Script/Opcodes/A3 ANIME1|ANIME1]], '''ANIM!1''' plays the animation found at ID ''A'' in this entity's field object, at the speed marked by ''S''. However, when the animation is completed, the field object stays posed in the last frame of the animation.
The current script's execution is halted whilst the animation is played, and continues when the animation has completed.
* Short name: '''ANIM!1'''
* Long name: Wait While Animate/Stay
==== Memory layout ====
{| border="1" cellspacing="1" cellpadding="3" style="border: 1px solid black; border-collapse: collapse;"
! width="40" | 0xAF
! width="40" | ''A''
! width="40" | ''S''
|}
==== Arguments ====
* '''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.
==== Description ====
Similarly to [[FF7/Field/Script/Opcodes/A3 ANIME1|ANIME1]], '''ANIM!1''' plays the animation found at ID ''A'' in this entity's field object, at the speed marked by ''S''. However, when the animation is completed, the field object stays posed in the last frame of the animation.
The current script's execution is halted whilst the animation is played, and continues when the animation has completed.