Difference between revisions of "FF8/Field/Script/Opcodes/05C MAPJUMPO"
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* Long name: Map jump | * Long name: Map jump | ||
| − | ==== Argument ==== | + | ==== Argument ==== |
| + | |||
none | none | ||
| − | ==== Stack ==== | + | ==== Stack ==== |
| − | :''Field Map ID'' | + | |
| − | :''Walkmesh ID'' | + | : ''Field Map ID'' |
| − | :'''MAPJUMPO''' | + | : ''Walkmesh ID'' |
| + | : '''MAPJUMPO''' | ||
| − | ==== Description ==== | + | ==== Description ==== |
Jump the player to the field with the given ID and starting on the given walkmesh triangle. The walkmesh is almost always 0 because MAPJUMPO is intended to be used for teleporting the player into a cutscene, and the cutscenes place the characters where they need to be on initialization, so it doesn't matter where they're initially teleported. | Jump the player to the field with the given ID and starting on the given walkmesh triangle. The walkmesh is almost always 0 because MAPJUMPO is intended to be used for teleporting the player into a cutscene, and the cutscenes place the characters where they need to be on initialization, so it doesn't matter where they're initially teleported. | ||
Latest revision as of 05:24, 23 May 2019
- Opcode: 0x05C
- Short name: MAPJUMPO
- Long name: Map jump
Argument
none
Stack
- Field Map ID
- Walkmesh ID
- MAPJUMPO
Description
Jump the player to the field with the given ID and starting on the given walkmesh triangle. The walkmesh is almost always 0 because MAPJUMPO is intended to be used for teleporting the player into a cutscene, and the cutscenes place the characters where they need to be on initialization, so it doesn't matter where they're initially teleported.