Difference between revisions of "T1 Dragoon Jump 3"

From Final Fantasy Hacktics Wiki
Jump to navigation Jump to search
m
m
 
Line 5: Line 5:
 
  LoadFrameWait(13,02) #the landing animation for jump...?
 
  LoadFrameWait(13,02) #the landing animation for jump...?
 
  LoadFrameWait(1B,04)
 
  LoadFrameWait(1B,04)
  QueueDistortAnim(0F,08) #move target towards location in ~16-20 steps? the math for this is ridiculously obtuse,
+
  QueueDistortAnim(0F,08) #
 
  LoadFrameWait(1F,02) #up to here seems fine for a jump animation
 
  LoadFrameWait(1F,02) #up to here seems fine for a jump animation
 
  WaitForDistort(FE)
 
  WaitForDistort(FE)
  QueueDistortAnim(06,01) #for moving unit by height only? down onto the target?
+
  QueueDistortAnim(06,01) #  
 
  LoadFrameWait(5C,02) #suddenly attacking a target?
 
  LoadFrameWait(5C,02) #suddenly attacking a target?
 
  WaitForDistort(FE)
 
  WaitForDistort(FE)
 
  PlaySound(1C) #plays landing (dragoon)
 
  PlaySound(1C) #plays landing (dragoon)
  QueueDistortAnim(0B,08) #this has been dummied
+
  QueueDistortAnim(0B,08) #
 
  LoadFrameWait(66,02)
 
  LoadFrameWait(66,02)
 
  WaitForDistort(FE)
 
  WaitForDistort(FE)
Line 18: Line 18:
 
  PostGenericAttack()
 
  PostGenericAttack()
 
  PlayAttackSound(01) #plays fist hit sound? (no weapon referenced here)
 
  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?
+
  QueueDistortAnim(0E,0A) #
 
  LoadFrameWait(59,02)
 
  LoadFrameWait(59,02)
 
  LoadFrameWait(56,02) #pulling back a punch?
 
  LoadFrameWait(56,02) #pulling back a punch?

Latest revision as of 05:55, 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)			#
LoadFrameWait(1F,02)				#up to here seems fine for a jump animation
WaitForDistort(FE)
QueueDistortAnim(06,01)			# 
LoadFrameWait(5C,02)				#suddenly attacking a target?
WaitForDistort(FE)
PlaySound(1C)					#plays landing (dragoon)
QueueDistortAnim(0B,08)			#
LoadFrameWait(66,02)
WaitForDistort(FE)
LoadFrameWait(15,04)				#critical stance?
PostGenericAttack()
PlayAttackSound(01)				#plays fist hit sound? (no weapon referenced here)
QueueDistortAnim(0E,0A)			#
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()