Headcannon Game Engine Script Commands - Animation
Index:
Frame Setting:
(D) (E) | _Ani_SetFrame |
(D) (E) | _Ani_SetFrame_CurrObj |
(D) (E) | _Ani_SetFrame_FetchedObj |
(D) (E) | _Ani_SetFrame_CurrPlayer |
(D) (E) | _Ani_SetFrame_FetchedPlayer |
(D) (E) | _Ani_SetFrame_Reg |
Animation Delay:
(D) (E) | _Ani_Delay |
(D) (E) | _Ani_SetDelay_ByPlayerXVel |
(D) (E) | _Ani_SetDelay_ByPlayerYVel |
(D) (E) | _Ani_SetDelay_ByPlayerPathVel |
(D) (E) | _Ani_SetDelay_ByChr |
(D) (E) | _Ani_SetDelay_ByObj |
(D) (E) | _Ani_SetDelay_ByReg |
(D) (E) | _Ani_SetDelay(Chr) |
(D) (E) | _Ani_SetDelay(Obj) |
(D) (E) | _Ani_SetDelay(Reg) |
Animation Swapping:
(D) (E) | _Player_ChangeAnimations |
Animation Calling:
(D) (E) | _Player_SetAni |
(D) (E) | _Player_AddAni |
(D) (E) | _Player_StopAni |
(D) (E) | _Player_SetAni_ByList |
(D) (E) | _Player_AddAni_ByList |
(D) (E) | _Player_StopAni_ByList |
(D) (E) | _Player_SetAni_ChrSpecific |
(D) (E) | _Player_AddAni_ChrSpecific |
(D) (E) | _Player_StopAni_ChrSpecific |
(D) (E) | _Object_SetAni |
(D) (E) | _Object_AddAni |
(D) (E) | _Object_StopAni |
(D) (E) | _Object_SetAni_ByList |
(D) (E) | _Object_AddAni_ByList |
(D) (E) | _Object_StopAni_ByList |
(D) (E) | _Object_SetAni_WithOffset |
(D) (E) | _Object_AddAni_WithOffset |
(D) (E) | _Object_SetAni_ByList_WithOffset |
(D) (E) | _Object_AddAni_ByList_WithOffset |
(D) (E) | _Object_ProcessAni |
Descriptions:
Frame Setting:
_Ani_SetFrame
(ANI) (Example)
Sets the Sprite Frame to display for this Animation to the given Frame ID.
Parameters:
- Frame
ID number of the frame to display
_Ani_SetFrame_CurrObj
(ANI) (Example)
Sets the Sprite Frame to display for this Animation to the value of an Object Variable
from the "Current Object".
Parameters:
- Object Var ID
ID number of the Object Variable that contains the ID number of the Sprite Frame to display.
The "E" tag may
be used to specify an "Extra" variable. Otherwise, the ID will refer to one of the
Object's standard variables
_Ani_SetFrame_FetchedObj
(ANI) (Example)
Sets the Sprite Frame to display for this Animation to the value of an Object Variable
from the Object "Fetched" to "Reference 0".
Parameters:
- Object Var ID
ID number of the Object Variable that contains the ID number of the Sprite Frame to display.
The "E" tag may
be used to specify an "Extra" variable. Otherwise, the ID will refer to one of the
Object's standard variables
_Ani_SetFrame_CurrPlayer
(ANI) (Example)
Sets the Sprite Frame to display for this Animation to the value of a Player Variable
from the "Current Player".
Parameters:
- Player Var ID
ID number of the Player Variable that contains the ID number of the Sprite Frame to display.
The capital "A"
tag may be used to specify an "Active" variable, the lower-case "a" to specify a user-
defined "Active" variable, and the lower-case "c" to specify a user-defined Constant.
Otherwise, the ID will refer to one of the Player's required Constants
_Ani_SetFrame_FetchedPlayer
(ANI) (Example)
Sets the Sprite Frame to display for this Animation to the value of a Player Variable
from the Player "Fetched" to "Reference 0".
Parameters:
- Player Var ID
ID number of the Player Variable that contains the ID number of the frame to display.
The capital "A"
tag may be used to specify an "Active" variable, the lower-case "a" to specify a user-
defined "Active" variable, and the lower-case "c" to specify a user-defined Constant.
Otherwise, the ID will refer to one of the Player's required Constants
_Ani_SetFrame_Reg
(ANI) (Example)
Sets the Sprite Frame to display for this Animation to the value of a Register
Parameters:
- Register ID
ID number of the Register that contains the ID number of the frame to display.
The "U" tag may be used
to specify a user-defined Register. Otherwise, the ID will refer to a Game Register
Animation Delay:
_Ani_Delay
(ANI) (Example)
Sets Sets the number of "Game Frames" that must pass before the Animation will continue.
If the delay is very short, such as only one or two Game Frames, the "Func_FuncBreak" Command could be used instead as it does the same thing, only without a counter.
Parameters:
- Delay
The number of "Game Frames" that should pass before the Animation
continues processing
_Ani_SetDelay_ByPlayerXVel
_Ani_SetDelay_ByPlayerYVel
_Ani_SetDelay_ByPlayerPathVel
(ANI) (Example)
These Commands set a relative delay for the current Animation based on the X, Y, or
Path Velocity of the Player.
Parameters:
- Add
Value to add to the counter along with the value of the variable. This is essentially the minimum speed of the animation.
- Target
Value that must accumulate in the Animation wait timer before
the Animation continues processing
_Ani_SetDelay_ByChr
_Ani_SetDelay_ByObj
_Ani_SetDelay_ByReg
(ANI) (Example)
These Commands set a relative delay for the current Animation based on a Player Variable,
Object Variable, or a Register.
In the case of Players or Objects, the variable is read from the "Current Player" or "Current Object".
Parameters:
- Var ID
In the case of "Registers", "Var ID" is the ID of the "Register" whose value should be added to the delay timer. The "U" tag may be used
to specify a user-defined Register. Otherwise, the ID will refer to a Game Register
In the case of Player Variables, "Var ID" Is the ID of the Player Variable whose value should be added to the delay timer. The capital "A"
tag may be used to specify an "Active" variable, the lower-case "a" to specify a user-
defined "Active" variable, and the lower-case "c" to specify a user-defined Constant.
Otherwise, the ID will refer to one of the Player's required Constants
In the case of Object Variables, "Var ID" Is the ID of the Object Variable whose value should be added to the delay timer. The "E" tag may
be used to specify an "Extra" variable. Otherwise, the ID will refer to one of the
Object's standard variables
- Add
Value to add to the counter along with the value of the variable. This is essentially the minimum speed of the animation.
- Target
Value that must accumulate in the Animation wait timer before
the Animation continues processing
_Ani_SetDelay(Chr)
_Ani_SetDelay(Obj)
_Ani_SetDelay(Reg)
(ANI) (Example)
These Commands set a delay of a number of "Game Frames" equal to the value of a Player Variable,
Object Variable, or a Register.
This many "Game Frames" must pass before the Animation will continue processing.
In the case of Players or Objects, the variable is read from the "Current Player" or "Current Object".
Parameters:
- Var ID
In the case of "Registers", "Var ID" is the ID of the "Register" whose value should be taken as the number of "Game Frames" to delay. The "U" tag may be used
to specify a user-defined Register. Otherwise, the ID will refer to a Game Register
In the case of Player Variables, "Var ID" Is the ID of the Player Variable whose value should be taken as the number of "Game Frames" to delay. The capital "A"
tag may be used to specify an "Active" variable, the lower-case "a" to specify a user-
defined "Active" variable, and the lower-case "c" to specify a user-defined Constant.
Otherwise, the ID will refer to one of the Player's required Constants
In the case of Object Variables, "Var ID" Is the ID of the Object Variable whose value should be taken as the number of "Game Frames" to delay. The "E" tag may
be used to specify an "Extra" variable. Otherwise, the ID will refer to one of the
Object's standard variables
Animation Swapping:
_Player_ChangeAnimations
(ALL) (Example)
Changes entries in a Player's Animation Listing so that when those entries are called,
a different Animation Function will start to reflect a change in the player's behavior.
This Command affects the Player "Fetched" to "Reference 2".
Parameters:
- Num of Animations
- Smooth Switch
This value specifies whether or not there is a "smooth" transition
between the old animation that occupied this list entry and the new
one being assigned to it.
This feature should only be used if both
Functions are the same size. It is intended for use when the old and
new Animations are similar (such as a character performing an Animation
at a flat angle in one Function, and then at a rotated angle in the
other Function. To give the illusion of a smooth rotation, the new
Function must begin at the point which the old Function left off).
0 | - | _AniChange_Restart | - | New Animation starts from its beginning |
1 | - | _AniChange_Smooth | - | New Animation starts within itself at the same position as the old Animation left off |
Animation Calling:
_Object_SetAni
_Object_AddAni
_Object_StopAni
(ALL) (REG) (Example)
These Commands are used to manipulate an Object's active Animations, and are based on the Object Defs' Animation Functions listings.
"Set" will clear all
currently active Animations from the Object and then start the given Function as its "Primary Animation".
"Add" will start the given function to run along with any other Animation functions
that are already running in Object.
"Stop" will stop the given function if it is already running in the Object.
These Commands affect the Object "Fetched" to "Reference 2".
Parameters:
- Animation ID
The ID number of the desired Animation Function
The "G", "Z", and "A" tags may be used to reference Animations that were loaded as Game-global, "Zone"-Specific, or "Act"-Specific, respectively
The "R" or "r" tags may be used to obtain an ID value from a Register
_Object_SetAni_ByList
_Object_AddAni_ByList
_Object_StopAni_ByList
(ALL) (REG) (Example)
These Commands are used to manipulate an Object's active Animations, and are based on the Object Type's Animation Reference Listing.
"Set" will clear all
currently active Animations from the Object and then start the given Function as its "Primary Animation".
"Add" will start the given function to run along with any other Animation functions
that are already running in Object.
"Stop" will stop the given function if it is already running in the Object.
These Commands affect the Object "Fetched" to "Reference 2".
Parameters:
- List Entry ID
The ID number of the entry in the Object Type's Animation Reference List that references the desired Animation Function
The "R" or "r" tags may be used to obtain an ID value from a Register
_Player_SetAni
_Player_AddAni
_Player_StopAni
(ALL) (REG) (Example)
These Commands are used to manipulate a Player's active Animations, and are based on the Character Common Functions list.
"Set" will clear all
currently active Animations from the Player and then start the given Function as its "Primary Animation".
"Add" will start the given function to run along with any other Animation functions
that are already running in Player.
"Stop" will stop the given function if it is already running in the Player.
These Commands affect the Player "Fetched" to "Reference 2".
Parameters:
- Animation ID
The ID number of the desired Animation Function within the Character Common Functions list
The "R" or "r" tags may be used to obtain an ID value from a Register
_Player_AddAni_ByList
_Player_AddAni_ByList
_Player_StopAni_ByList
(ALL) (REG) (Example)
These Commands are used to manipulate a Player's active Animations, and are based on the Character's Animation Reference list.
"Set" will clear all
currently active Animations from the Player and then start the given Function as its "Primary Animation".
"Add" will start the given function to run along with any other Animation functions
that are already running in Player.
"Stop" will stop the given function if it is already running in the Player.
These Commands affect the Player "Fetched" to "Reference 2".
Parameters:
- List Entry ID
The ID number of the entry in the Player's Animation Reference List that references the desired Animation Function
The lower-case "l" tag may be used (as in "l3") to reference an entry in the Custom Animation Reference List. Otherwise,
the value will reference the Main Animation Reference List
The "R" or "r" tags may be used to obtain an ID value from a Register
_Player_SetAni_ChrSpecific
_Player_AddAni_ChrSpecific
_Player_StopAni_ChrSpecific
(ALL) (REG) (Example)
These Commands are used to manipulate a Player's active Animations, and are based on the Character's Character-Specific Function list.
"Set" will clear all
currently active Animations from the Player and then start the given Function as its "Primary Animation".
"Add" will start the given function to run along with any other Animation functions
that are already running in Player.
"Stop" will stop the given function if it is already running in the Player.
These Commands affect the Player "Fetched" to "Reference 2".
Parameters:
- List Entry ID
The ID number of the desired Animation Function within the Character's Character-Specific Function list
The "R" or "r" tags may be used to obtain an ID value from a Register
_Object_SetAni_WithOffset
_Object_AddAni_WithOffset
(ALL) (REG) (Example)
These Commands are used to manipulate an Object's active Animations, and are based on the Object Defs' Animation Functions listings.
These "_WithOffset" versions will cause the Sprites referenced by the given Animation to be drawn at an offset from the Object's Position based
on the given Object Variables; the values of those variables will be added to the X and Y position of the Object in order to generate an
X,Y position at which to draw the Sprite. As the values in the given variables change, the Sprite moves in relation to the Object.
"Set" will clear all
currently active Animations from the Object and then start the given Function as its "Primary Animation".
"Add" will start the given function to run along with any other Animation functions
that are already running in Object.
"Stop" will stop the given function if it is already running in the Object.
These Commands affect the Object "Fetched" to "Reference 2".
Parameters:
- Animation ID
The ID number of the desired Animation Function
The "G", "Z", and "A" tags may be used to reference Animations that were loaded as Game-global, "Zone"-Specific, or "Act"-Specific, respectively
The "R" or "r" tags may be used to obtain an ID value from a Register
- X Offset Var
- Y Offset Var
These two Parameters set the ID number of the Object variables that will control the
X and Y offsets at which the Animation will be displayed in relation to the Object's position.
The
"E" tag may be used to specify an "Extra" variable. Otherwise, the ID will refer to
one of the Object's standard variables.
If no offset is desired for one axis or the other (X or Y),
the corresponding Parameter may be set to "_AniOff_None" (255), which will draw the Animation
with its normal positioning horizontally (for X) or vertically (for Y)
_Object_SetAni_ByList_WithOffset
_Object_AddAni_ByList_WithOffset
(ALL) (REG) (Example)
These Commands are used to manipulate an Object's active Animations, and are based on the Object Type's Animation Reference Listing.
These "_WithOffset" versions will cause the Sprites referenced by the given Animation to be drawn at an offset from the Object's Position based
on the given Object Variables; the values of those variables will be added to the X and Y position of the Object in order to generate an
X,Y position at which to draw the Sprite. As the values in the given variables change, the Sprite moves in relation to the Object.
"Set" will clear all
currently active Animations from the Object and then start the given Function as its "Primary Animation".
"Add" will start the given function to run along with any other Animation functions
that are already running in Object.
"Stop" will stop the given function if it is already running in the Object.
These Commands affect the Object "Fetched" to "Reference 2".
Parameters:
- List Entry ID
The ID number of the entry in the Object Type's Animation Reference List that references the desired Animation Function
The "R" or "r" tags may be used to obtain an ID value from a Register
- X Offset Var
- Y Offset Var
These two Parameters set the ID number of the Object variables that will control the
X and Y offsets at which the Animation will be displayed in relation to the Object's position.
The
"E" tag may be used to specify an "Extra" variable. Otherwise, the ID will refer to
one of the Object's standard variables.
If no offset is desired for one axis or the other (X or Y),
the corresponding Parameter may be set to "_AniOff_None" (255), which will draw the Animation
with its normal positioning horizontally (for X) or vertically (for Y)
_Object_ProcessAni
(ALL) (Example)
This Command will cause the Object "Fetched" to "Reference 2" to
immediately process its active Animations once.
This can be used by Scripted Object Debug Placement Functions to
ensure that an Object is displaying the correct frame immediately after placement, especially when extra Animations
are added to the Object upon spawning.
It can also be used to manage Object Animation processing manually through
a script Function, such as a Scripted Object Movement Function.
Parameters:
None
Descriptions:
#_Ani_SetFrame ;Cause this Animation to begin displaying Sprite Frame 3 from the Sprite Set associated with the Player/Object running the Animation
: 3 ;Frame 3
_Ani_SetFrame_CurrObj
(Description)
#_Ani_SetFrame_CurrObj ;Cause this Animation to begin displaying the Sprite Frame whose ID is stored in "Extra Variable" 6 of the "Current Object", from the Sprite Set associated with the Player/Object running the Animation
: E6 ;"Extra Variable" 6 of the "Current Object"
_Ani_SetFrame_FetchedObj
(Description)
#_Ani_SetFrame_FetchedObj ;Cause this Animation to begin displaying the Sprite Frame whose ID is stored in "Extra Variable" 4 of the Object "Fetched" to "Reference 0", from the Sprite Set associated with the Player/Object running the Animation
: E4 ;"Extra Variable" 4 of the Object "Fetched" to "Reference 0"
_Ani_SetFrame_CurrPlayer
(Description)
#_Ani_SetFrame_CurrPlayer ;Cause this Animation to begin displaying the Sprite Frame whose ID is stored in User-created "Active Variable" 15 of the "Current Player", from the Sprite Set associated with the Player/Object running the Animation
: a15 ;User-created "Active Variable" 15 of the "Current Player"
_Ani_SetFrame_FetchedPlayer
(Description)
#_Ani_SetFrame_FetchedPlayer ;Cause this Animation to begin displaying the Sprite Frame whose ID is stored in User-created "Active Variable" 9 of the Player "Fetched" to "Reference 0", from the Sprite Set associated with the Player/Object running the Animation
: a9 ;User-created "Active Variable" 9 of the Player "Fetched" to "Reference 0"
_Ani_SetFrame_Reg
(Description)
#_Ani_SetFrame_Reg ;Cause this Animation to begin displaying the Sprite Frame whose ID is stored in "User Register" 27, from the Sprite Set associated with the Player/Object running the Animation
: U27 ;"User Register" 27
Animation Delay:
#_Ani_Delay ;Suspend the Animation for 16 "Game Frames"
: 16 ;16 "Game Frames"
_Ani_SetDelay_ByPlayerXVel
_Ani_SetDelay_ByPlayerYVel
_Ani_SetDelay_ByPlayerPathVel
(Description)
#_Ani_SetDelay_ByPlayerXVel ;Start a timer adding 512 plus the "Current Player"'s X Velocity for every "Game Frame", suspend the Animation until the timer equals or excedes 4096
: 512 ;(Add) Increase by at least 512 (Plus XVel)
:4096 ;(Target) Must meet 4096 before continuing
; ----------
#_Ani_SetDelay_ByPlayerYVel ;Start a timer adding 128 plus the "Current Player"'s Y Velocity for every "Game Frame", suspend the Animation until the timer equals or excedes 3072
: 128 ;(Add) Increase by at least 128 (Plus YVel)
:3072 ;(Target) Must meet 3071 before continuing
; ----------
#_Ani_SetDelay_ByPlayerPathVel ;Start a timer adding 256 plus the "Current Player"'s Path Velocity for every "Game Frame", suspend the Animation until the timer equals or excedes 8192
: 256 ;(Add) Increase by at least 256 (Plus PathVel)
:8192 ;(Target) Must meet 8192 before continuing
_Ani_SetDelay_ByChr
_Ani_SetDelay_ByObj
_Ani_SetDelay_ByReg
(Description)
#_Ani_SetDelay_ByChr ;Start a timer adding 512 plus the value stored in User-created "Active Variable" 15 of the "Current Player" for every "Game Frame", suspend the Animation until the timer equals or excedes 4096
: a15 ;(Chr) User-created "Active Variable" 15 of the "Current Player"
: 512 ;(Add) Increase by at least 512 (Plus Player Var)
:4096 ;(Target) Must meet 4096 before continuing
; ----------
#_Ani_SetDelay_ByObj ;Start a timer adding 128 plus the value stored in "Extra Variable" 0 of the "Current Object" for every "Game Frame", suspend the Animation until the timer equals or excedes 3072
: E0 ;(Obj) "Extra Variable" 0 of the "Current Object"
: 128 ;(Add) Increase by at least 128 (Plus Object Var)
:3072 ;(Target) Must meet 3071 before continuing
; ----------
#_Ani_SetDelay_ByReg ;Start a timer adding 256 plus the value stored in "User Register" 6 for every "Game Frame", suspend the Animation until the timer equals or excedes 8192
: U6 ;(Reg) "User Register" 6
: 256 ;(Add) Increase by at least 256 (Plus Reg)
:8192 ;(Target) Must meet 8192 before continuing
_Ani_SetDelay(Chr)
_Ani_SetDelay(Obj)
_Ani_SetDelay(Reg)
(Description)
#_Ani_SetDelay(Chr) ;Suspend the Animation for the number of "Game Frames" specified by User-created "Active Variable" 3 of the "Current Player"
: a3 ;User-created "Active Variable" 3 of the "Current Player"
; ----------
#_Ani_SetDelay(Obj) ;Suspend the Animation for the number of "Game Frames" specified by "Extra Variable" 1 of the "Current Object
: E1 ;"Extra Variable" 1 of the "Current Object
; ----------
#_Ani_SetDelay(Reg) ;Suspend the Animation for the number of "Game Frames" specified by "User Register" 30
: U30 ;"User Register" 30
Animation Swapping:
#_Player_ChangeAnimations ;Change the value of Custom Animation Reference List entry 13 to the Function ID value referenced by Custom Animation Reference List entry 15
: 1 ;Change 1 Animation Reference
: l13 ;(RefID 0) Custom Animation Reference List entry 13
: l15 ;(NewID 0) Function referenced by Custom Animation Reference List entry 15
:_AniChange_Smooth ;(Smooth)
; ----------
#_Player_ChangeAnimations ;Change the values of Custom Animation Reference List entries 8 and 9 to reference Character-Specific Functions 27 and 28, respectively
: 2 ;Change 2 Animation References
: l8 ;(RefID 0) Custom Animation Reference List entry 8
: P27 ;(NewID 0) Character-Specific Function 27
:_AniChange_Smooth ;(Smooth)
: l9 ;(RefID 0) Custom Animation Reference List entry 19
: P28 ;(NewID 0) Character-Specific Function 28
:_AniChange_Smooth ;(Smooth)
Animation Calling:
#_Player_SetAni ;Stop all Animations running for the Player "Fetched" to "Reference 2" and start the Character Common Function whose ID is stored in "User Register" 1 as its "Primary Animation"
: R1 ;Character Common Function whose ID is stored in "User Register" 1
; ----------
#_Player_AddAni ;Add Character Common Function 3 to the list of active Animations running for the Player "Fetched" to "Reference 2"
: 3 ;Character Common Function 3
; ----------
#_Player_StopAni ;If Character Common Function 1 is running as an Animation for the Player "Fetched" to "Reference 2", stop processing it and remove it from the list
: 1 ;Character Common Animation Function 1
_Player_SetAni_ByList
_Player_AddAni_ByList
_Player_StopAni_ByList
(Description)
#_Player_SetAni_ByList ;Stop all Animations running for the Player "Fetched" to "Reference 2" and start the Function referenced by Entry 2 of the Custom Animation Reference List for the Player "Fetched" to "Reference 2" as its "Primary Animation"
: l2 ;Entry 2 of the Custom Animation Reference List for the Player "Fetched" to "Reference 2"
; ----------
#_Player_AddAni_ByList ;Add the Function referenced by the Animation Reference List Entry whose ID is stored in "User Register" 6 for the Player "Fetched" to "Reference 2" to the list of active Animations running for the Player "Fetched" to "Reference 2"
: R6 ;Animation Reference List Entry whose ID is stored in "User Register" 6 for the Player "Fetched" to "Reference 2"
; ----------
#_Player_StopAni_ByList ;If the Function referenced by Entry 5 of the Custom Animation Reference List for the Player "Fetched" to "Reference 2" is running as an Animation for the Player "Fetched" to "Reference 2", stop processing it and remove it from the list
: l5 ;Entry 5 of the Custom Animation Reference List for the Player "Fetched" to "Reference 2"
_Player_SetAni_ChrSpecific
_Player_AddAni_ChrSpecific
_Player_StopAni_ChrSpecific
(Description)
#_Player_SetAni_ChrSpecific ;Stop all Animations running for the Player "Fetched" to "Reference 2" and start Charcter-Specific Function 3 for the Player "Fetched" to "Reference 2" as its "Primary Animation"
: 3 ;Entry 2 of the Custom Animation Reference List for the Player "Fetched" to "Reference 2"
; ----------
#_Player_AddAni_ChrSpecific ;Add the Character-Specific Function whose ID is stored in "User Register" 4 for the Player "Fetched" to "Reference 2" to the list of active Animations running for the Player "Fetched" to "Reference 2"
: R4 ;Animation Reference List Entry whose ID is stored in "User Register" 6 for the Player "Fetched" to "Reference 2"
; ----------
#_Player_StopAni_ChrSpecific ;If Character-Specific Function 8 for the Player "Fetched" to "Reference 2" is running as an Animation for the Player "Fetched" to "Reference 2", stop processing it and remove it from the list
: 8 ;Entry 5 of the Custom Animation Reference List for the Player "Fetched" to "Reference 2"
_Object_SetAni
_Object_AddAni
_Object_StopAni
(Description)
#_Object_SetAni ;Stop all Animations running for the Object "Fetched" to "Reference 2" and start the Object Animation Function whose ID is stored in "User Register" 1 as its "Primary Animation"
: R1 ;Object Animation Function whose ID is stored in "User Register" 1
; ----------
#_Object_AddAni ;Add Zone-Specific Object Animation Function 3 to the list of active Animations running for the Object "Fetched" to "Reference 2"
: Z3 ;Zone-Specific Object Animation Function 3
; ----------
#_Object_StopAni ;If Act-Specific Object Animation Function 1 is running for the Object "Fetched" to "Reference 2", stop processing it and remove it from the list
: A1 ;Act-Specific Object Animation Function 1
_Object_SetAni_ByList
_Object_AddAni_ByList
_Object_StopAni_ByList
(Description)
#_Object_AddAni_ByList ;Stop all Animations running for the Object "Fetched" to "Reference 2" and start the Function referenced by Entry 2 of the Animation Reference List for the Object "Fetched" to "Reference 2" as its "Primary Animation"
: 2 ;Entry 2 of the Animation Reference List for the Object "Fetched" to "Reference 2"
; ----------
#_Object_AddAni_ByList ;Add the Function referenced by the Animation Reference List Entry whose ID is stored in "User Register" 6 for the Object "Fetched" to "Reference 2" to the list of active Animations running for the Object "Fetched" to "Reference 2"
: R6 ;Animation Reference List Entry whose ID is stored in "User Register" 6 for the Object "Fetched" to "Reference 2"
; ----------
#_Object_StopAni_ByList ;If the Function referenced by Entry 5 of the Animation Reference List for the Object "Fetched" to "Reference 2" is running for the Object "Fetched" to "Reference 2", stop processing it and remove it from the list
: 5 ;Entry 5 of the Animation Reference List for the Object "Fetched" to "Reference 2"
_Object_SetAni_WithOffset
_Object_AddAni_WithOffset
(Description)
#_Object_SetAni_WithOffset ;Stop all Animations running for the Object "Fetched" to "Reference 2" and start the Object Animation Function whose ID is stored in "User Register" 1 as its "Primary Animation", causing its drawing to be offset from the Object's X Position by the value of "Extra Variable" 0 of the Object "Fetched" to "Reference 2", but at its normal Y position
: R1 ;Object Animation Function whose ID is stored in "User Register" 1
: E0 ;X Offset controlled by "Extra Variable" 0 of the Object "Fetched" to "Reference 2"
: 255 ;No Y Offset
; ----------
#_Object_AddAni_WithOffset ;Add Zone-Specific Object Animation Function 3 to the list of active Animations running for the Object "Fetched" to "Reference 2", causing its drawing to be offset from the Object's X and Y Positions by the values of "Extra Variables" 0 and 1 of the Object "Fetched" to "Reference 2", respectively
: Z3 ;Zone-Specific Object Animation Function 3
: E0 ;X Offset controlled by "Extra Variable" 0 of the Object "Fetched" to "Reference 2"
: E1 ;Y Offset controlled by "Extra Variable" 1 of the Object "Fetched" to "Reference 2"
_Object_SetAni_ByList_WithOffset
_Object_AddAni_ByList_WithOffset
(Description)
#_Object_SetAni_ByList_WithOffset ;Stop all Animations running for the Object "Fetched" to "Reference 2" and start the Function referenced by Entry 2 of the Animation Reference List for the Object "Fetched" to "Reference 2" as its "Primary Animation", causing its drawing to be offset from the Object's Y Position by the value of "Extra Variable" 0 of the Object "Fetched" to "Reference 2", but at its normal X position
: 2 ;Entry 2 of the Animation Reference List for the Object "Fetched" to "Reference 2"
: 255 ;No X Offset
: E0 ;Y Offset controlled by "Extra Variable" 0 of the Object "Fetched" to "Reference 2"
; ----------
#_Object_AddAni_ByList_WithOffset ;Add the Function referenced by Animation Reference List Entry whose ID is stored in "User Register" 6 for the Object "Fetched" to "Reference 2" to the list of active Animations running for the Object "Fetched" to "Reference 2", causing its drawing to be offset from the Object's X and Y Positions by the values of "Extra Variables" 1 and 0 of the Object "Fetched" to "Reference 2", respectively
: R6 ;Animation Reference List Entry whose ID is stored in "User Register" 6 for the Object "Fetched" to "Reference 2"
: E1 ;X Offset controlled by "Extra Variable" 0 of the Object "Fetched" to "Reference 2"
: E0 ;Y Offset controlled by "Extra Variable" 1 of the Object "Fetched" to "Reference 2"
_Object_ProcessAni
(Description)
#_Object_ProcessAni ;Cause the Object "Fetched" to "Reference 2" to immediately process its active Animations once