Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Sequential projectile animation alters weapon position (#1210)

2022-05-19 Thread James Paige via Ohrrpgce
Closed #1210 via 941799a41b6c24d25a6338a1a73f7a713e5d026a. -- Reply to this email directly or view it on GitHub: https://github.com/ohrrpgce/ohrrpgce/issues/1210#event-6642309470 You are receiving this because you are subscribed to this thread. Message ID: ___

Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Sequential projectile animation alters weapon position (#1210)

2022-05-19 Thread Ralph Versteegen via Ohrrpgce
In battles, the state of heroes, enemies, attack graphics and the weapon are stored in the bslot() array, which is an array of BattleSprites. bslot 0-3 are heroes, 4-11 enemies, 12-23 attack sprites (just 12 is used for most attacks), and bslot(24) is the weapon. (BattleSprite has a huge amount

Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Sequential projectile animation alters weapon position (#1210)

2022-05-19 Thread Rue Lazzaro via Ohrrpgce
Confirmed this issue myself. Took a stab at trying to fix it, but I'll need a walkthrough of bmod.rbas to identify weapon placement. -- Reply to this email directly or view it on GitHub: https://github.com/ohrrpgce/ohrrpgce/issues/1210#issuecomment-1131534483 You are receiving this because you

[Ohrrpgce] [ohrrpgce/ohrrpgce] Sequential projectile animation alters weapon position (#1210)

2021-08-02 Thread CronosZX
This is something I noticed happening on all my characters whenever I used the sequential projectile animation. Their weapons would be correctly aligned during the first frame but lowered on the second one, don't know if this is intentional or not, seeing as it only happens with sequential proje