FF7/Field/Script/Opcodes/C2 LADER

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  • Opcode: 0xC2
  • Short name: LADER
  • Long name: Ladder

Memory layout

0xC2 B1 / B2 B3 / B4 X Y Z I K A D S

Arguments

  • const Bit[4] B1: Bank to retrieve X-coordinate, or zero if X is specified as a literal value.
  • const Bit[4] B2: Bank to retrieve Y-coordinate, or zero if Y is specified as a literal value.
  • const Bit[4] B3: Bank to retrieve Z-coordinate, or zero if Z is specified as a literal value.
  • const Bit[4] B4: Bank to retrieve ID, or zero if I is specified as a literal value.
  • const Short X: X-coordinate of the end of the ladder, or address to find X-coordinate if B1 is non-zero.
  • const Short Y: Y-coordinate of the end of the ladder, or address to find Y-coordinate if B2 is non-zero.
  • const Short Z: Z-coordinate of the end of the ladder, or address to find Z-coordinate if B3 is non-zero.
  • const UShort I: ID of the walkmesh triangle found at the end of the ladder, or address to find ID if B4 is non-zero.
  • const UByte K: The keys used to move the character on the ladder.
  • const UByte A: Animation ID for the field object's movement animation.
  • const UByte D: Direction the character faces when climbing the ladder.
  • const UByte S: Speed of the animation whilst climbing the ladder.

Description

Causes the character to climb a ladder; that is, switching from standard walkmesh movement, to climbing along a line connecting two points on the walkmesh.

If B1, B2, B3 or B4 is non-zero, then the value for that particular component is taken from memory using the corresponding bank and address specified, rather than as a literal value. Both retrieved values and literals can be used for different components. If using X, Y, Z or I as addresses, the lower byte should hold the address whilst the higher byte should be zero.

The coordinates specify the end-point of the ladder; the current position of the character is used as the start point. The ID of the walkmesh triangle must be specified; this is the triangle the character will step onto after reaching the end point of the ladder. The K value specifies the keys used to move the character across the ladder; keys outside the range found in the table will cause unpredictable behaviour. The animation ID specifies an offset into the field object's animation list; this animation is played at the speed specified by S whilst the character climbs. Finally, the D argument is a direction value in the game's standard direction format, which orients the character on the ladder.

Notes

This opcode is used as part of the character's entity, rather than in a seperate entity, as with a LINE. A LINE is used to set the start point of the ladder on the walkmesh. When this LINE is crossed by the player, a script in the LINE then uses a PREQ (or one of its variants), calling the script in the party leader that defines the LADER, causing the character to switch to 'climbing mode'.

To set up a two-way ladder, two LINEs are used at either end, with different values for the LADER arguments, such as differing end points.

If this opcode is used as part of a non-playable character entity, the NPC object will automatically climb from the start to the end point without need for player interaction.

Key IDs

ID Key: Towards the end point Key: Towards the start point
0 Down Up
1 Up Down
2 Right Left
3 Left Right