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Zenkai Opcode SetEntityAnimationNoWait

Johnathon edited this page Sep 20, 2026 · 1 revision

SetEntityAnimationNoWait

Starts an entity's animation without waiting for it to finish.

Syntax

SetEntityAnimationNoWait(charIdx, animId)

Parameters

charIdx
Integer
Must exist on the current map. The entity to animate.

animId
Integer
Animation id.

Remarks

It does the same as SetEntityAnimation, with one difference. SetEntityAnimation holds the entity's command queue until the animation has finished. This one lets the next queued command run straight away. Tested in-game: next to a sound in the same batch the animation starts at once, so it is easy to miss.

BeginCommandBatch();
SetEntityAnimationNoWait(7, 2);   // the animation starts and the next line runs immediately
PlaySFX(7, 34);
CommitCommandBatch();

Examples

Minimal illustrative encoding (synthetic, not from a real ROM script):

0x00, N           // PushByte(charIdx)
0x00, N           // PushByte(animId)
0x02, 0x79        // Step -> SetEntityAnimationNoWait

See Also

Applies To

Game Notes
Legacy of Goku 2 Supported

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