* The "Corrected Animation" and "Directional Sprites" item flags now work for boomerangs. The sequence for the tiles used by the "Corrected Animation" flag are up, down, left, right, up-left, up-right, down-left, and down-right. If the "Corrected Animation" flag is checked, the edge-of-screen clipping spark is pulled from the tile following the list of tiles used in the animation instead of from tile 54. That way, each boomerang can have its own clip spark.
The 'Corrected Animation' is great, but now the wooden boomerang ignores its range box.
Also, the clip spark...
Is it meant to be like this:
|Animation Tile 1|Animation Tile 2|Animation Tile 3|Clip Spark|
Assuming we have a 3 tile animation?
Cause my animation is 8 frames, and it starts at tile 220.
It appears to be using tile 280 or something for the clip spark.
Test Quest
Joe123 wrote:The 'Corrected Animation' is great, but now the wooden boomerang ignores its range box.
Really? You sure it isn't something else?
P.S: The clip spark for Corrected Animation is 'starting tile + frames * 8'.
The animation uses 8 directions, and each of those directions has a number of frames equal to 'frames'. Thus, 'frames * 8' brings you to the end of the tiles used.
Ok, it's not the corrected animation box >_<
Oops.
There is something funny going on with the range though, because in 885 my wooden boomerang was moving the right distance perfectly fine, then when I upgraded to 901 it stopped.
The range was set to 36 when I looked in the box (can't remember what it was in 885, if something happened to change it. I didn't), so I tried changing it to lower numbers, which just made the boomerang move really slowly, still having infinite range.
And surely the clip spark should only be starting tile + frames*8 if I have directional sprites on, and just starting tile + frames if I dont?
You are correct. It *should* be for directional sprites, not corrected animation. Corrected Animation makes it cycle through however many frames you set for your boomerang weapon. Directional Sprites multiplies the number of frames used (whether set by Corrected Animation or by the normal-type animation) by 8. The clip sprite should immediately follow this.