Difference between revisions of "FF7/Field/Script/Opcodes/AE ANIME2"
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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. | + | * '''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. | ||
+ | |||
+ | Makou Reactor Description: Play animation #%1 of the field model and reset to previous state (speed=%2) |
Latest revision as of 14:28, 20 October 2020
- 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.
Makou Reactor Description: Play animation #%1 of the field model and reset to previous state (speed=%2)