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* Opcode: '''0xBA'''
* Short name: '''ANIM!2'''
* Long name: Animate/Stay
==== Memory layout ====
{| border="1" cellspacing="1" cellpadding="3" style="border: 1px solid black; border-collapse: collapse;"
! width="40" | 0xBA
! 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 ANIME2|ANIME2]], plays the animation found at ID ''A'' in this entity's field object, at the speed marked by ''S'', and script execution is not halted whilst the animation plays. However, in contrast, the field object stays posed in the last frame of the animation played.
* Short name: '''ANIM!2'''
* Long name: Animate/Stay
==== Memory layout ====
{| border="1" cellspacing="1" cellpadding="3" style="border: 1px solid black; border-collapse: collapse;"
! width="40" | 0xBA
! 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 ANIME2|ANIME2]], plays the animation found at ID ''A'' in this entity's field object, at the speed marked by ''S'', and script execution is not halted whilst the animation plays. However, in contrast, the field object stays posed in the last frame of the animation played.