Difference between revisions of "FF7/Field/Script/Opcodes/08 JOIN"

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==== Description ====
==== Description ====


Causes seperated party characters that have previously been [[FF7/Field/Script/Opcodes/09 SPLIT|SPLIT]] onto the field, to be joined back together again; that is, only the party leader becomes visible on the field. This should be called if a previous SPLIT has completed (the party members have finished speaking, or performing their actions, for example). As with SPLIT, the speed of the join is specified, from a scale of 1 (almost instant) to FF (very slow walk).
Causes seperated party characters that have previously been [[FF7/Field/Script/Opcodes/09 SPLIT|SPLIT]] onto the field, to be joined back together again; that is, only the party leader becomes visible on the field. This should be called if a previous SPLIT has completed (the party members have finished speaking, or performing their actions, for example). As with SPLIT, the speed of the join is specified, from a scale of 1 (almost instant) to FF (very slow walk), and must be non-zero.
 
Calling JOIN without having previously SPLIT the characters will cause the party members to appear at the walkmesh origin and attempt to JOIN from there. This is not normally the required behaviour and should be avoided.

Revision as of 23:08, 17 August 2006

  • Opcode: 0x08
  • Short name: JOIN
  • Long name: Party Field Join

Memory layout

0x08 S

Arguments

  • const UByte S: Speed that the characters join back together.

Description

Causes seperated party characters that have previously been SPLIT onto the field, to be joined back together again; that is, only the party leader becomes visible on the field. This should be called if a previous SPLIT has completed (the party members have finished speaking, or performing their actions, for example). As with SPLIT, the speed of the join is specified, from a scale of 1 (almost instant) to FF (very slow walk), and must be non-zero.

Calling JOIN without having previously SPLIT the characters will cause the party members to appear at the walkmesh origin and attempt to JOIN from there. This is not normally the required behaviour and should be avoided.