Difference between revisions of "T1 Dragoon Jump 3"

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front
 
  LoadFrameWait(02,04)
 
  LoadFrameWait(02,04)
 
  LoadFrameWait(13,04)
 
  LoadFrameWait(13,04)
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  PauseAnimation()
 
  PauseAnimation()
  
 +
back
 
  LoadFrameWait(08,04)
 
  LoadFrameWait(08,04)
 
  LoadFrameWait(14,04)
 
  LoadFrameWait(14,04)

Revision as of 05:54, 16 May 2024

front
LoadFrameWait(02,04)
LoadFrameWait(13,04)
LoadFrameWait(15,08)
LoadFrameWait(13,02)				#the landing animation for jump...?
LoadFrameWait(1B,04)
QueueDistortAnim(0F,08)			#move target towards location in ~16-20 steps? the math for this is ridiculously obtuse,
LoadFrameWait(1F,02)				#up to here seems fine for a jump animation
WaitForDistort(FE)
QueueDistortAnim(06,01)			#for moving unit by height only? down onto the target?
LoadFrameWait(5C,02)				#suddenly attacking a target?
WaitForDistort(FE)
PlaySound(1C)					#plays landing (dragoon)
QueueDistortAnim(0B,08)			#this has been dummied
LoadFrameWait(66,02)
WaitForDistort(FE)
LoadFrameWait(15,04)				#critical stance?
PostGenericAttack()
PlayAttackSound(01)				#plays fist hit sound? (no weapon referenced here)
QueueDistortAnim(0E,0A)			#plays a whole seperate set of instructions. causes the blur of the unit moving back to their original position?
LoadFrameWait(59,02)
LoadFrameWait(56,02)				#pulling back a punch?
WaitForDistort(FE)
LoadFrameWait(13,02)				#crouching?
PauseAnimation()
back
LoadFrameWait(08,04)
LoadFrameWait(14,04)
LoadFrameWait(16,08)
LoadFrameWait(14,02)
LoadFrameWait(1D,04)
QueueDistortAnim(0F,08)
LoadFrameWait(21,02)
WaitForDistort(FE)
QueueDistortAnim(06,01)
LoadFrameWait(8D,02)
WaitForDistort(FE)
PlaySound(1C)
QueueDistortAnim(0B,08)
LoadFrameWait(97,02)
WaitForDistort(FE)
LoadFrameWait(16,04)
PostGenericAttack()
PlayAttackSound(01)
QueueDistortAnim(0E,0A)
LoadFrameWait(8A,02)
LoadFrameWait(87,02)
WaitForDistort(FE)
LoadFrameWait(14,06)
PauseAnimation()