List of Effect Animations: Difference between revisions
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In ground mode, <code>SetEffect<X>(Y, Z);</code> will play back a given effect animation. Substitute "X" with the actor or performer, "Y" with the effect's ID (number or text), and "Z" with the [[List_of_Opcodes#0x102_-_SetEffect|character sprite offset]], aka point. | In ground mode, <code>SetEffect<X>(Y, Z);</code> will play back a given effect animation. Substitute "X" with the actor or performer, "Y" with the effect's ID (number or [https://github.com/SkyTemple/skytemple-files/blob/386f8988d12f7a2568b857ce9870cdaf16962eb1/skytemple_files/_resources/ppmdu_config/pmd2scriptdata.xml#L1065 SkyTemple text ID]), and "Z" with the [[List_of_Opcodes#0x102_-_SetEffect|character sprite offset]], aka point. | ||
The paired SFX and points are only relevant to dungeon mode; in ground mode, sound effects are played separately using <code>se_Play(X);</code> (substituting "X" with the SFX ID), while points are set using SetEffect's second parameter. | The paired SFX and points are only relevant to dungeon mode; in ground mode, sound effects are played separately using <code>se_Play(X);</code> (substituting "X" with the SFX ID), while points are set using SetEffect's second parameter. | ||