Difference between revisions of "FF7/Field/Script/Opcodes/08 JOIN"
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==== Description ==== | ==== Description ==== | ||
− | Causes seperated party characters that have previously been [[FF7/Field/Script/Opcodes/09 SPLIT|SPLIT]] onto the field, to be joined back together again; that is, only the party leader becomes visible on the field. This should be called if a previous SPLIT has completed (the party members have finished speaking, or performing their actions, for example). As with SPLIT, the speed of the join is specified, from a scale of 1 (almost instant) to FF (very slow walk), and must be non-zero. | + | Causes seperated party characters that have previously been [[FF7/Field/Script/Opcodes/09 SPLIT|SPLIT]] onto the field, to be joined back together again; that is, only the party leader becomes visible on the field. This should be called if a previous SPLIT has completed (the party members have finished speaking, or performing their actions, for example). As with SPLIT, the speed of the join is specified, from a scale of 1 (almost instant) to FF (very slow walk), and must be non-zero. In contrast to most MOVE related op codes, the speed is this setting is actually the total number of frames required. Depending on the distance from the player character and the number of frames required, the entity plays a run or walk animation. Also, all characters take the same time irrespective of distance. |
Calling JOIN without having previously SPLIT the characters will cause the party members to appear at the walkmesh origin and attempt to JOIN from there. This is not normally the required behaviour and should be avoided. | Calling JOIN without having previously SPLIT the characters will cause the party members to appear at the walkmesh origin and attempt to JOIN from there. This is not normally the required behaviour and should be avoided. |
Latest revision as of 17:14, 26 October 2020
- Opcode: 0x08
- Short name: JOIN
- Long name: Party Field Join
Memory layout
0x08 | S |
---|
Arguments
- const UByte S: Speed that the characters join back together.
Description
Causes seperated party characters that have previously been SPLIT onto the field, to be joined back together again; that is, only the party leader becomes visible on the field. This should be called if a previous SPLIT has completed (the party members have finished speaking, or performing their actions, for example). As with SPLIT, the speed of the join is specified, from a scale of 1 (almost instant) to FF (very slow walk), and must be non-zero. In contrast to most MOVE related op codes, the speed is this setting is actually the total number of frames required. Depending on the distance from the player character and the number of frames required, the entity plays a run or walk animation. Also, all characters take the same time irrespective of distance.
Calling JOIN without having previously SPLIT the characters will cause the party members to appear at the walkmesh origin and attempt to JOIN from there. This is not normally the required behaviour and should be avoided.