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Wierd behavior with airship animation #1645

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fmatthew5876 opened this issue Feb 23, 2019 · 1 comment · Fixed by #2208
Closed

Wierd behavior with airship animation #1645

fmatthew5876 opened this issue Feb 23, 2019 · 1 comment · Fixed by #2208

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@fmatthew5876
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fmatthew5876 commented Feb 23, 2019

The airship only animates when boarded.

Normally, anim_count will tick up to 11 and then anim_frame will increment.

However if you put any move route on the airship, even an empty one, the anim_count will now tick up to 15 instead of 11, effectively slowing the animation down by 4 frames ❗

The effect seems to last until you save and load game.

Looks like an RPG_RT bug @CherryDT

@fdelapena fdelapena added this to the 0.6.x milestone Feb 23, 2019
@Ghabry Ghabry modified the milestones: 0.6.1, 0.6.2 May 5, 2019
@Ghabry Ghabry modified the milestones: 0.6.2, 0.6.3 Apr 9, 2020
@fmatthew5876
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fmatthew5876 commented May 4, 2020

There is a clue to this in RPG_RT code.

https://github.com/fmatthew5876/DynRPG/blob/master/Character.h#L64

There is a virtual function which handles the sprite animation frames. There is one shared by hero / event which handles all the animation types. And a special overload for vehciles

The vehicle overload of this does the following:

if (!airship || isFlying) {
  ++stopCount
  if (maxStopCount == 0 && stopCount >= 12 || maxStopCount > 0 && stopCount >= 16) {
    animationFrame = (animationFrame + 1) % 4
    stopCount = 0
  }
}

Still haven't fully parsed the meaning of this.

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