Difference between revisions of "LoadENTDUnit"

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(Created page with "__FORCETOC__ = {EB} {{IE_EB}} = {{IE_EB_ex}} Loads an ENTD into into the current Event. Requires {EA} {{IE_EA}} to be called beforehand in order to u...")
 
m (Xifanie moved page Event Instruction EB to LoadENTDUnit)
(No difference)

Revision as of 05:12, 23 February 2021

{EB} LoadENTDUnit

LoadENTDUnit(xID,xES,xBS,xFL)

Loads an ENTD into into the current Event. Requires {EA} LoadENTD to be called beforehand in order to use.

This instruction can be used to reroll units, or load completely new ones into the current event.


Note: For new units, you must use {3D} RemoveUnit on the unit previously occupying the slot you will overwrite to deallocate the spritesheet if necessary, as well as use {49} AddUnitStart {45} AddUnit {4A} AddUnitEnd to load the unit and allocate+load the correct spritesheet.


See also: {EA} LoadENTD{45} AddUnit{49} AddUnitStart{4A} AddUnitEnd


Unit ID : Byte (hex)

If this parameter if set to anything but x00, it will override the "Battle Stats Unit Slot" parameter and will instead fetch the Battle Stats Unit Slot of the unit corresponding to the specified unit ID.


ENTD Unit Slot : Byte (hex)

  • 0x00: Generates ENTD Unit #1
  • 0x01: Generates ENTD Unit #2
  • 0x02: Generates ENTD Unit #3
  • 0x03: Generates ENTD Unit #4
  • 0x04: Generates ENTD Unit #5
  • 0x05: Generates ENTD Unit #6
  • 0x06: Generates ENTD Unit #7
  • 0x07: Generates ENTD Unit #8
  • 0x08: Generates ENTD Unit #9
  • 0x09: Generates ENTD Unit #10
  • 0x0A: Generates ENTD Unit #11
  • 0x0B: Generates ENTD Unit #12
  • 0x0C: Generates ENTD Unit #13
  • 0x0D: Generates ENTD Unit #14
  • 0x0E: Generates ENTD Unit #15
  • 0x0F: Generates ENTD Unit #16


Battle Stats Unit Slot : Byte (hex)

  • 0x00: Replaces Battle Stats Unit #1
  • 0x01: Replaces Battle Stats Unit #2
  • 0x02: Replaces Battle Stats Unit #3
  • 0x03: Replaces Battle Stats Unit #4
  • 0x04: Replaces Battle Stats Unit #5
  • 0x05: Replaces Battle Stats Unit #6
  • 0x06: Replaces Battle Stats Unit #7
  • 0x07: Replaces Battle Stats Unit #8
  • 0x08: Replaces Battle Stats Unit #9
  • 0x09: Replaces Battle Stats Unit #10
  • 0x0A: Replaces Battle Stats Unit #11
  • 0x0B: Replaces Battle Stats Unit #12
  • 0x0C: Replaces Battle Stats Unit #13
  • 0x0D: Replaces Battle Stats Unit #14
  • 0x0E: Replaces Battle Stats Unit #15
  • 0x0F: Replaces Battle Stats Unit #16
  • 0x10: Replaces Battle Stats Unit #17 (Player Roster Unit)
  • 0x11: Replaces Battle Stats Unit #18 (Player Roster Unit)
  • 0x12: Replaces Battle Stats Unit #19 (Player Roster Unit)
  • 0x13: Replaces Battle Stats Unit #20 (Player Roster Unit)
  • 0x14: Replaces Battle Stats Unit #21 (Player Roster Unit)


Flags : Byte (hex)

  • 0x80: Keep previous X, Y Coordinates
  • 0x40: Keep previous spritesheet
  • 0x20: Keep previous Unit ID
  • 0x10: Keep previous current HP/MP (Do not Heal)
  • 0x08: Keep previous CT