Difference between revisions of "FF7/Field/Script/Opcodes/09 SPLIT"
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Revision as of 00:01, 18 August 2006
- Opcode: 0x09
- Short name: SPLIT
- Long name: Party Field Split
Memory layout
0x20 | 0 | 0 | 0 | XA | YA | DA | XB | YB | DB | S |
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Arguments
- const UByte[3] 0: Three zero bytes.
- const Short XA: X-coordinate of the second character in the party after the split.
- const Short YA: Y-coordinate of the second character in the party after the split.
- const UByte DA: Direction the second character faces after the split.
- const Short XB: X-coordinate of the third character in the party after the split.
- const Short YB: Y-coordinate of the third character in the party after the split.
- const UByte DB: Direction the third character faces after the split.
- const UByte S: Speed that the characters split.
Description
Causes the common 'split effect' whereby the second and third characters in the current party 'come out' from the party leader. That is, they become visible in the field, starting from the centre of the party leader, and move out to the coordinates specified in the argument list. This is commonly used when the other characters in the current party have an action or dialog to perform and must be individually visible in the field. As well as specifying final coordinates for the two other party characters, the directions each character faces after the split are specified as a byte, using the common direction values found throughout the game. Speed is also given and is used to specify the rate at which the characters leave the party leader, using a scale from 1 (almost instant) to FF (extremely slow walk); this must be non-zero.