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* Opcode: '''0xAE'''
* Short name: '''ANIME2'''
* Long name: Animate/Return
==== Memory layout ====
{| border="1" cellspacing="1" cellpadding="3" style="border: 1px solid black; border-collapse: collapse;"
! width="40" | 0xAE
! width="40" | ''A''
! width="40" | ''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 [[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.
* Short name: '''ANIME2'''
* Long name: Animate/Return
==== Memory layout ====
{| border="1" cellspacing="1" cellpadding="3" style="border: 1px solid black; border-collapse: collapse;"
! width="40" | 0xAE
! width="40" | ''A''
! width="40" | ''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 [[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.