Difference between revisions of "FF7/Field/Script/Opcodes/BA ANIM!2"

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==== Description ====
 
==== Description ====
  
Similarly to [[FF7/Field/Script/Opcodes/AE 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.
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Similarly to [[FF7/Field/Script/Opcodes/AE ANIME2|ANIME2]], plays the animation found at ID ''A'' in this entity's field object, at the speed marked by ''S''. However, in contrast, the field object stays posed in the last frame of the animation played.
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The current script's execution is halted whilst the animation is played, and continues when the animation has completed.

Revision as of 17:55, 21 January 2008

  • Opcode: 0xBA
  • Short name: ANIM!2
  • Long name: Animate/Stay

Memory layout

0xBA 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 ANIME2, plays the animation found at ID A in this entity's field object, at the speed marked by S. However, in contrast, the field object stays posed in the last frame of the animation played.

The current script's execution is halted whilst the animation is played, and continues when the animation has completed.