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Event Instruction: {2D}RotateUnit
See Also: {53}FaceUnit {64}WaitRotateUnit ★ {E5}WaitForInstruction

Description:
The given unit will rotate to a given direction.


Parameters:
Unit ID : Byte (hex)
Do not affect enemies : Byte (hex)
Direction : Byte (hex)
Direction of rotation : Byte (hex)
Rotation Speed : Byte (hex)
Time between units : Byte (unsigned)


Unit ID : Byte (hex)
ID of the unit specified in the ENTD.
0x00 makes it affect all units on the field.


Do not affect enemies : Byte (hex)
If set to 0x01 enemies will not rotate, only the player's units and guests.


Direction : Byte (hex)
Check the Map section to know what direction to use.
0x00: South East
0x01: South
0x02: South
0x03: South West
0x04: South West
0x05: West
0x06: West
0x07: North West
0x08: North West
0x09: North
0x0A: North
0x0B: North East
0x0C: North East
0x0D: East
0x0E: East
0x0F: South East


Direction of rotation : Byte (hex)
0x00: Automatic (shortest way)
0x01: Clockwise
0x02: Counter-clockwise


Rotation Speed : Byte (hex)
Time required between every 45 degrees rotation until unit is facing the other one.
00: 3/8 seconds
01: 1/4 seconds
02: 1/16 seconds
03: 1/16 seconds
04: 1/16 seconds
05: 1/4 seconds
06: 1/8 seconds
07: 1/16 seconds
08: 3/4 seconds
09: 5 seconds
0A: 1 second
0B: 1/2 seconds
0C: 5/4 seconds
??: 1/16 seconds


Time between units : Byte (unsigned)
Time eslaped before the next unit starts rotating. 0xFF is about 1 second, 0x00 is instant. However there seems to be a lot of randomness regarding which will be the next unit and the time set in this byte.

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2007-2014 Xifanie Boisvert
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