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FF7/WorldMap Module/Script

724 bytes added, 21:33, 9 August 2014
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The Worldmap module operates on a fixed set of models, each having a specific model ID.
{| border="1" cellspacing="1" cellpadding="3" style="border: 1px solid black; border-collapse: collapse"|+ Type = 1, Model function|-! style="background:rgb(204,204,204)" align="center" | Model ID! style="background:rgb(204,204,204)" align="center" | Name|-| 0| Cloud|-| 1| Tifa?|-| 2| Cid?|-| 3| Ultimate Weapon|-| 4| Unknown|-| 5| Unknown|-| 6| Unknown|-| 7| Unknown|-| 8| Unknown|-| 9| Unknown|-| 10| Unknown|-| 11| Highwind|-| 12| Unknown|-| 13| Submarine|-| 14| Unknown|-| 15| Unknown|-| 16| Unknown|-| 17| Unknown|-| 18| Unknown|-| 19| Chocobo|-| 20| Unknown|-| 21| Unknown|-| 22| Unknown|-| 23| Unknown|-| 24| Unknown|-| 25| Unknown|}
Each model that is currently loaded into the map also has an entity associated with it, this is the state of the model and holds information such as its position, rotation, current animation etc. Most instructions operate on the current active entity, which can be changed with the [[FF7/WorldMap_Module/Script/Opcodes/330|330]] opcode. The current active entity can also change as a side effect of certain instructions, all known cases are documented in the opcode descriptions but the list is not complete. The variable holding the current active entity is a global variable that resets every frame, if a script enters a wait state the current active entity is undefined when executing resumes.
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