Difference between revisions of "FF8/Field/Script/Opcodes/05C MAPJUMPO"
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Qhimm>Shard (Created page with "* Opcode: '''0x05C''' * Short name: '''MAPJUMPO''' * Long name: Map jump ==== Argument ==== none ==== Stack ==== :''Field Map ID'' :''Walkmesh ID'' :'''MAPJUMP3''' ==== Des...") |
ffrtt>BukTop m (4 revisions imported) |
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* Long name: Map jump | * Long name: Map jump | ||
==== Argument ==== | ==== Argument ==== | ||
none | none | ||
==== Stack ==== | ==== Stack ==== | ||
:''Field Map ID'' | |||
:''Walkmesh ID'' | : ''Field Map ID'' | ||
:''' | : ''Walkmesh ID'' | ||
: '''MAPJUMPO''' | |||
==== Description ==== | ==== Description ==== | ||
Jump the player to the field with the given ID and starting on the given walkmesh triangle. The walkmesh is almost always 0 because MAPJUMPO is intended to be used for teleporting the player into a cutscene, and the cutscenes place the characters where they need to be on initialization, so it doesn't matter where they're initially teleported. | Jump the player to the field with the given ID and starting on the given walkmesh triangle. The walkmesh is almost always 0 because MAPJUMPO is intended to be used for teleporting the player into a cutscene, and the cutscenes place the characters where they need to be on initialization, so it doesn't matter where they're initially teleported. |
Latest revision as of 04:24, 23 May 2019
- Opcode: 0x05C
- Short name: MAPJUMPO
- Long name: Map jump
Argument
none
Stack
- Field Map ID
- Walkmesh ID
- MAPJUMPO
Description
Jump the player to the field with the given ID and starting on the given walkmesh triangle. The walkmesh is almost always 0 because MAPJUMPO is intended to be used for teleporting the player into a cutscene, and the cutscenes place the characters where they need to be on initialization, so it doesn't matter where they're initially teleported.