Goriyas throw their boomerangs too far, and the graphic is messed up.
Enemy Boomerang bug.
The enemy boomerang being thrown too far is because of the default boomerang items being set to use corrected animation and the default animation of their weapon sprites.
The graphic being messed up is because of the BS Animation Quest Rule.
EDIT: I should have mentioned that the boomerang animation problem is fixed as of RC2.
Read this. It's in the change log for the build that corresponds to RC2:
New Default: Fixed the boomerang tiles so that they function correctly with BS-Zelda Animation.
XMuppetSB wrote:The enemy boomerang being thrown too far is because of the default boomerang items being set to use corrected animation and the default animation of their weapon sprites.
The graphic being messed up is because of the BS Animation Quest Rule.
EDIT: I should have mentioned that the boomerang animation problem is fixed as of RC2.Read this. It's in the change log for the build that corresponds to RC2:
I have all rules off and it still happens though. And I don't understand why an item attribute would affect and enemy weapon? I'm using RC2 and still seeing these bugs.
In that case, please send me a test quest.
However, the corrected animation seems to only apply to Link's boomerang for some reason. Also, in pre-item editor versions, setting the wooden boomerang weapon sprite's misc type to 1 would make enemy boomerangs and Link's wooden boomerang fly all the way across the screen.
After observing the quest, the graphic didn't look messed up at all. However, I did see the boomerang go too far, which I already said, is due to the items using the corrected animation flag, which allows Link's boomerang to use the animation frame and and animation speed defined in its weapon sprite.
XMuppetSB wrote:After observing the quest, the graphic didn't look messed up at all. However, I did see the boomerang go too far, which I already said, is due to the items using the corrected animation flag, which allows Link's boomerang to use the animation frame and and animation speed defined in its weapon sprite.
The boomerang sprites for enemy boomerangs should look exactly like the ones used by link's boomerang. Or the wooden boomerang if he doesn't have one. They don't... Therefore this is a bug.
I'm pretty sure an animation rule shouldn't affect their movement...
Saffith wrote:I'm pretty sure an animation rule shouldn't affect their movement...
What about what I said about their animation not being right. It should match Link's boomerang.
I can not only confirm this, but I can tell you that I just checked on build 1256, and the bug didn't exist then.
EDIT: Tested with 1348, and it didn't exist then either. So the bug happened between 1348 and 1401.
EDIT 2: It's easy to confirm this; it happens on the 1st quest.
Fixed. It was indeed related to the animation, as stupid as that is. 😛