Difference between revisions of "FF7/Field/Script/Opcodes/AF ANIM!1"
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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. | 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. | ||
− | + | Script execution is not halted whilst the animation plays. |
Revision as of 17:56, 21 January 2008
- Opcode: 0xAF
- Short name: ANIM!1
- Long name: Wait While Animate/Stay
Memory layout
0xAF | A | 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 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.
Script execution is not halted whilst the animation plays.