Event Instruction 2C

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{2C} FaceUnit2

FaceUnit2(xFU,x00,xAU,xMT,xCL,xRS,xDL)

A copy of {53} FaceUnit with one a certain value set to 0 instead of 1. Visually, there doesn't seem to be any difference with the other. Makes unit(s) rotate to face a specified unit. The rotation direction is the shortest one (Clockwise as default).


See Also: {2D} RotateUnit{53} FaceUnit{64} WaitRotateUnit{65} WaitRotateAll


Faced Unit ID : Byte (hex)

ID of the unit specified in the ENTD that will be faced from the Target(s).


x00 : Byte (hex)

This value is always set to x00 in the original game; it probably doesn't have a function.


Affected Units : Byte (hex)

If Multi Targeting is set to x00:

  • Unit ID: ID of the unit specified in the ENTD.

If Multi Targeting is set to x01:

  • x00: Player's Team (blue)
  • x01: Player's Team (blue)
  • x02: All Enemy Teams (red/green/lightblue)
  • x03: All Enemy Teams (red/green/lightblue)
  • x04: All Teams


Multi Targeting : Byte (hex)

  • x00: One Target → Unit ID
  • x01: Various outcomes; see Affected Unit(s)
  • x02: Target All Teams


Clockwise/Counter-Clockwise : Byte (hex)

  • 0x00: Automatic (shortest way; Clockwise as default)
  • 0x01: Clockwise
  • 0x02: Counter-clockwise


Rotation Speed : Byte (hex)

Time elapsed after every 22.5° rotation (8 times for a 180° turn-around).

Every non-listed value has a frame length of 0, which is then defaulted to 1 (or 0.016 seconds)

(This table can be found and altered in BATTLE.BIN at 0x00102750; 1 byte per value)

ID Frame Length Seconds Equivalent
x00 4 0.066
x01 2 0.033
x02 1 0.016
x05 3 0.05
x06 2 0.033
x07 1 0.016
x08 20 0.333
x09 176 2.933
x0A 22 0.366
x0B 12 0.2
x0C 49 0.816
x10 31 0.516
x11 188 3.133
x12 254 4.233
x13 255 4.25
x14 255 4.25
x18 15 0.25
x19 188 3.133
x1A 190 3.166
x1B 255 4.25
x1C 255 4.25
x24 8 0.133
x26 16 0.266
x29 1 0.016
x30 126 2.1
x32 16 0.266
x34 6 0.1
x36 10 0.166
x39 1 0.016
x40 190 3.166
x42 28 0.466
x44 20 0.333
x46 4 0.066
x49 1 0.016
x50 168 2.8
x52 28 0.466
x54 20 0.333
x56 4 0.066
x59 1 0.016
x60 88 1.466
x64 16 0.266
x66 16 0.266
x69 1 0.016
x70 72 1.2
x74 16 0.266
x76 16 0.266
x78 160 2.666


Delay : Byte (hex)

Time elapsed before each unit starts rotating.

ID Frame Length Seconds Equivalent
x00 1 0.016
x04 2 0.033
x08 3 0.05
x0C 4 0.066
x10 5 0.083
x14 6 0.1
x18 7 0.116
x1C 8 0.133
x20 9 0.15
x24 10 0.166
x28 11 0.183
x2C 12 0.2
x30 13 0.216
x34 14 0.233
x38 15 0.25
x3C 16 0.266
x40 17 0.283
x44 18 0.3
x48 19 0.316
x4C 20 0.333
x50 21 0.35
x54 22 0.366
x58 23 0.383
x5C 24 0.4
x60 25 0.416
x64 26 0.433
x68 27 0.45
x6C 28 0.466
x70 29 0.483
x74 30 0.5
x78 31 0.516
x7C 32 0.533
x80 33 0.55
x84 34 0.566
x88 35 0.583
x8C 36 0.6
x90 37 0.616
x94 38 0.633
x98 39 0.65
x9C 40 0.666
xA0 41 0.683
xA4 42 0.7
xA8 43 0.716
xAC 44 0.733
xB0 45 0.75
xB4 46 0.766
xB8 47 0.783
xBC 48 0.8
xC0 49 0.816
xC4 50 0.833
xC8 51 0.85
xCC 52 0.866
xD0 53 0.883
xD4 54 0.9
xD8 55 0.916
xDC 56 0.933
xE0 57 0.95
xE4 58 0.966
xE8 59 0.983
xEC 60 1
xF0 61 1.016
xF4 62 1.033
xF8 63 1.05
xFC 64 1.066