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feat: Allow adding offsets to sprites when modding#903

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OH296 merged 2 commits intoAdeptus-Dominus:mainfrom
OH296:mod_draw_origins
Jul 1, 2025
Merged

feat: Allow adding offsets to sprites when modding#903
OH296 merged 2 commits intoAdeptus-Dominus:mainfrom
OH296:mod_draw_origins

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@OH296
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@OH296 OH296 commented Jul 1, 2025

Purpose and Description

  • Self-descriptive.

Testing done

  • None, and I understand the risks.

Related things and/or additional context

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coderabbitai bot commented Jul 1, 2025

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📝 Walkthrough

Summary by CodeRabbit

  • Bug Fixes
    • Resolved an issue where sprite offsets were not correctly applied unless the offset data was present, ensuring more accurate visual alignment of sprites.

Walkthrough

By the Omnissiah’s will, the function load_vis_set_to_global was augmented to verify the existence of an "offset" property within _s_data before invoking the sacred sprite_set_offset rite. This check is performed after sprite merging, ensuring only blessed data manipulates the sprite offset.

Changes

File(s) Change Summary
scripts/scr_culture_visuals/scr_culture_visuals.gml Added conditional check for "offset" property in _s_data before setting sprite offset.

Suggested labels

Type: Feature, Area: Sprites, Size: Tiny


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@github-actions github-actions bot added Size: Tiny Type: Feature Adds something new labels Jul 1, 2025
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Actionable comments posted: 1

📜 Review details

Configuration used: CodeRabbit UI
Review profile: ASSERTIVE
Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between c920715 and 6d10390.

📒 Files selected for processing (1)
  • scripts/scr_culture_visuals/scr_culture_visuals.gml (1 hunks)
🧰 Additional context used
📓 Path-based instructions (2)
`**/*.gml`: - Macro constants require a space between the constant name and valu...

**/*.gml: - Macro constants require a space between the constant name and value. Without it, the compiler will throw an error. I.e. #macro ARR_body_parts["arm"] will crash the game, because there is no space between the array and the name of the macro.

⚙️ Source: CodeRabbit Configuration File

List of files the instruction was applied to:

  • scripts/scr_culture_visuals/scr_culture_visuals.gml
`**/*.*`: - Having humanly understandable and maintainable code is always the to...

**/*.*: - Having humanly understandable and maintainable code is always the top most priority.

  • DRY (Don't repeat yourself) principle is also very important.
  • Ensure that the code is compliant with the CODE_STYLE.MD: https://github.com/Adeptus-Dominus/ChapterMaster/blob/main/docs/CODE_STYLE.md
  • If a TODO comment is added, ask the user if you should create a GitHub issue for this TODO.
  • If a TODO comment is deleted, remind the user if there is an active GitHub issue related to that comment.

⚙️ Source: CodeRabbit Configuration File

List of files the instruction was applied to:

  • scripts/scr_culture_visuals/scr_culture_visuals.gml
🧠 Learnings (2)
📓 Common learnings
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#0
File: :0-0
Timestamp: 2025-03-20T22:22:57.319Z
Learning: In the ChapterMaster game PR #424, the combat log was expanded to display up to 24 messages instead of 8, providing more detailed battle information.
Learnt from: OH296
PR: Adeptus-Dominus/ChapterMaster#474
File: scripts/scr_ComplexSet/scr_ComplexSet.gml:400-401
Timestamp: 2025-02-24T01:44:06.262Z
Learning: Multiple assignments to the same property in the `add_group` function's object literal are valid when the property represents a sprite, as they will be merged together using the `add_to_area` function rather than being overwritten.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#878
File: scripts/scr_culture_visuals/scr_culture_visuals.gml:1256-1352
Timestamp: 2025-06-16T17:12:13.045Z
Learning: In scripts/scr_culture_visuals/scr_culture_visuals.gml, the weapon visual data declarations contain known DRY violations that are acknowledged by the development team but deferred to future refactoring efforts rather than addressed in individual feature PRs.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#878
File: scripts/scr_culture_visuals/scr_culture_visuals.gml:1256-1352
Timestamp: 2025-06-16T17:12:13.045Z
Learning: In scripts/scr_culture_visuals/scr_culture_visuals.gml, the weapon visual data declarations contain known DRY violations that are acknowledged by the development team but deferred to future refactoring efforts rather than addressed in individual feature PRs.
scripts/scr_culture_visuals/scr_culture_visuals.gml (5)
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#878
File: scripts/scr_culture_visuals/scr_culture_visuals.gml:1256-1352
Timestamp: 2025-06-16T17:12:13.045Z
Learning: In scripts/scr_culture_visuals/scr_culture_visuals.gml, the weapon visual data declarations contain known DRY violations that are acknowledged by the development team but deferred to future refactoring efforts rather than addressed in individual feature PRs.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#878
File: scripts/scr_culture_visuals/scr_culture_visuals.gml:1256-1352
Timestamp: 2025-06-16T17:12:13.045Z
Learning: In scripts/scr_culture_visuals/scr_culture_visuals.gml, the weapon visual data declarations contain known DRY violations that are acknowledged by the development team but deferred to future refactoring efforts rather than addressed in individual feature PRs.
Learnt from: OH296
PR: Adeptus-Dominus/ChapterMaster#474
File: scripts/scr_ComplexSet/scr_ComplexSet.gml:625-636
Timestamp: 2025-02-27T02:06:42.914Z
Learning: The ComplexSet object in scripts/scr_ComplexSet/scr_ComplexSet.gml accesses instance variables like x_surface_offset and y_surface_offset directly from its methods, without needing to pass them as parameters.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#649
File: objects/obj_enunit/Alarm_0.gml:289-291
Timestamp: 2025-03-31T15:41:45.611Z
Learning: GameMaker Studio's function `action_if_variable(image_index, -500, 0)` is auto-generated code from GameMaker's visual Drag and Drop system. It checks if image_index equals -500. In ChapterMaster, this was being used as a special flag for enemy unit movement, but wasn't triggering consistently, causing enemies to move only every other turn. The refactored code replaced this with direct function calls at specific combat stages.
Learnt from: OH296
PR: Adeptus-Dominus/ChapterMaster#474
File: scripts/scr_ComplexSet/scr_ComplexSet.gml:400-401
Timestamp: 2025-02-24T01:44:06.262Z
Learning: Multiple assignments to the same property in the `add_group` function's object literal are valid when the property represents a sprite, as they will be merged together using the `add_to_area` function rather than being overwritten.

@OH296 OH296 merged commit 687f982 into Adeptus-Dominus:main Jul 1, 2025
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