Difference between revisions of "WaitRotateUnit"

From Final Fantasy Hacktics Wiki
Jump to navigation Jump to search
Line 4: Line 4:
 
{{IE_64_desc}}
 
{{IE_64_desc}}
  
Use with [[Event_Instruction_2D|{2D} {{IE_2D}}]].
 
  
 
+
See Also: [[Event_Instruction_2C|{2C} {{IE_2C}}]] ― [[Event_Instruction_2D|{2D} {{IE_2D}}]] ― [[Event_Instruction_53|{53} {{IE_53}}]] ― [[Event_Instruction_65|{65} {{IE_65}}]]
See Also: [[Event_Instruction_29|{29} {{IE_29}}]] ― [[Event_Instruction_2D|{2D} {{IE_2D}}]] ― [[Event_Instruction_57|{57} {{IE_57}}]] ― [[Event_Instruction_65|{65} {{IE_65}}]] ― [[Event_Instruction_6F|{6F} {{IE_6F}}]] ― [[Event_Instruction_E5|{E5} {{IE_E5}}]]  
 
  
  

Revision as of 17:12, 11 January 2014

{64} WaitRotateUnit

WaitRotateUnit(xID,x00)

Waits for a unit to finish rotating/facing another unit before resuming.


See Also: {2C} FaceUnit2{2D} RotateUnit{53} FaceUnit{65} WaitRotateAll


Unit ID : Byte (hex)

ID of the unit specified in the ENTD.


x00 : Byte (hex)

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