Ball Vanishing - T.O.R.N.A.D.O - 07-06-2015
So guys, I encountered this bug while doing some data changing which by any means remains unexplained to me.. Please tell me your thoughts about it..
Original Case:
This the case where I found some problem with the file and decided to do some data changing on the matter..
This is the scenario:
As you guys can see there is a hitting sprites problem.. So I decided to move the current attack to a new data file.. Here is the code of the original case:
hitsugaya.dat
Code: <frame> 235 ice slash
pic: 22 state: 7 wait: 2 next: 236 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 mp: 100
sound: data\CFC_0474.wav
wpoint:
kind: 1 x: 20 y: 41 weaponact: 25 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 25 y: 19 w: 38 h: 60
bdy_end:
bdy:
kind: 0 x: 21 y: 80000 w: 43 h: 62
bdy_end:
bdy:
kind: 0 x: 21 y: 60000 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 236 ice slash
pic: 27 state: 7 wait: 2 next: 237 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\007.wav
opoint:
kind: 1 x: 117 y: 71 action: 4 dvx: 0 dvy: 0 oid: 298 facing: 30
opoint_end:
wpoint:
kind: 1 x: 32 y: 53 weaponact: 23 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 25 y: 19 w: 38 h: 60
bdy_end:
bdy:
kind: 0 x: 21 y: 80000 w: 43 h: 62
bdy_end:
bdy:
kind: 0 x: 21 y: 60000 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 237 ice slash
pic: 28 state: 7 wait: 2 next: 238 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 56 y: 54 weaponact: 21 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 25 y: 19 w: 38 h: 60
bdy_end:
bdy:
kind: 0 x: 21 y: 80000 w: 43 h: 62
bdy_end:
bdy:
kind: 0 x: 21 y: 60000 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 238 ice slash
pic: 29 state: 7 wait: 2 next: 999 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 56 y: 54 weaponact: 21 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 25 y: 19 w: 38 h: 60
bdy_end:
bdy:
kind: 0 x: 21 y: 80000 w: 43 h: 62
bdy_end:
bdy:
kind: 0 x: 21 y: 60000 w: 43 h: 62
bdy_end:
<frame_end>
hitsugaya_ball.dat
Code: <bmp_begin>
file(0-11): sprite\sys\Bleach\hitsugaya_ball.bmp w: 129 h: 82 row: 4 col: 3
weapon_hit_sound: data\020.wav
weapon_drop_sound: data\020.wav
weapon_broken_sound: data\020.wav
<bmp_end>
<frame> 4 flying
pic: 8 state: 3000 wait: 1 next: 5 dvx: 15 dvy: 0 dvz: 0 centerx: 49 centery: 61 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 6 y: 9 w: 49 h: 35 dvx: 7 fall: 20 vrest: 10 bdefend: 16 injury: 50 effect: 3
itr_end:
bdy:
kind: 0 x: 6 y: 9 w: 49 h: 35
bdy_end:
<frame_end>
<frame> 5 flying
pic: 9 state: 3000 wait: 1 next: 6 dvx: 15 dvy: 0 dvz: 0 centerx: 49 centery: 61 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 6 y: 9 w: 49 h: 35 dvx: 7 fall: 20 vrest: 10 bdefend: 16 injury: 50 effect: 3
itr_end:
bdy:
kind: 0 x: 6 y: 9 w: 49 h: 35
bdy_end:
<frame_end>
<frame> 6 flying
pic: 10 state: 3000 wait: 1 next: 7 dvx: 15 dvy: 0 dvz: 0 centerx: 49 centery: 61 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 6 y: 9 w: 49 h: 35 dvx: 7 fall: 20 vrest: 10 bdefend: 16 injury: 50 effect: 3
itr_end:
bdy:
kind: 0 x: 6 y: 9 w: 49 h: 35
bdy_end:
<frame_end>
<frame> 7 flying
pic: 11 state: 3000 wait: 0 next: 8 dvx: 15 dvy: 0 dvz: 0 centerx: 49 centery: 61 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 6 y: 9 w: 49 h: 35 dvx: 7 fall: 20 vrest: 10 bdefend: 16 injury: 50 effect: 3
itr_end:
bdy:
kind: 0 x: 6 y: 9 w: 49 h: 35
bdy_end:
<frame_end>
<frame> 8 flying
pic: 11 state: 3000 wait: 0 next: 8 dvx: 15 dvy: 0 dvz: 0 centerx: 49 centery: 61 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 6 y: 9 w: 49 h: 35 dvx: 7 fall: 20 vrest: 10 bdefend: 16 injury: 50 effect: 3
itr_end:
bdy:
kind: 0 x: 6 y: 9 w: 49 h: 35
bdy_end:
<frame_end>
<frame> 10 hiting
pic: 4 state: 3001 wait: 1 next: 11 dvx: 0 dvy: 0 centerx: 49 centery: 61 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 11 hiting
pic: 5 state: 3001 wait: 1 next: 12 dvx: 0 dvy: 0 centerx: 49 centery: 61 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 12 hiting
pic: 6 state: 3001 wait: 1 next: 13 dvx: 0 dvy: 0 centerx: 49 centery: 61 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 13 hiting
pic: 7 state: 3001 wait: 1 next: 1000 dvx: 0 dvy: 0 centerx: 49 centery: 61 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 20 hit
pic: 4 state: 3002 wait: 1 next: 21 dvx: 0 dvy: 0 centerx: 49 centery: 61 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 21 hit
pic: 5 state: 3002 wait: 1 next: 22 dvx: 0 dvy: 0 centerx: 49 centery: 61 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 22 hit
pic: 6 state: 3002 wait: 1 next: 23 dvx: 0 dvy: 0 centerx: 49 centery: 61 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 23 hit
pic: 7 state: 3002 wait: 1 next: 1000 dvx: 0 dvy: 0 centerx: 49 centery: 61 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 30 rebounding
pic: 4 state: 3003 wait: 1 next: 31 dvx: 0 dvy: 0 centerx: 49 centery: 61 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 31 rebounding
pic: 5 state: 3003 wait: 1 next: 32 dvx: 0 dvy: 0 centerx: 49 centery: 61 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 32 rebounding
pic: 6 state: 3003 wait: 1 next: 33 dvx: 0 dvy: 0 ccenterx: 49 centery: 61 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 33 rebounding
pic: 7 state: 3003 wait: 1 next: 1000 dvx: 0 dvy: 0 centerx: 49 centery: 61 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
And this is the sprite sheet of hitsugaya_ball.bmp
Current Case:
This is the case after I transferred this attack ball to the new data file..
The scenario:
hitsugaya.dat
Code: <frame> 235 ice slash
pic: 22 state: 7 wait: 2 next: 236 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 mp: 100
sound: data\CFC_0474.wav
wpoint:
kind: 1 x: 20 y: 41 weaponact: 25 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 25 y: 19 w: 38 h: 60
bdy_end:
bdy:
kind: 0 x: 21 y: 80000 w: 43 h: 62
bdy_end:
bdy:
kind: 0 x: 21 y: 60000 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 236 ice slash
pic: 27 state: 7 wait: 2 next: 237 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\007.wav
opoint:
kind: 1 x: 117 y: 71 action: 4 dvx: 0 dvy: 0 oid: 266 facing: 30
opoint_end:
wpoint:
kind: 1 x: 32 y: 53 weaponact: 23 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 25 y: 19 w: 38 h: 60
bdy_end:
bdy:
kind: 0 x: 21 y: 80000 w: 43 h: 62
bdy_end:
bdy:
kind: 0 x: 21 y: 60000 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 237 ice slash
pic: 28 state: 7 wait: 2 next: 238 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 56 y: 54 weaponact: 21 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 25 y: 19 w: 38 h: 60
bdy_end:
bdy:
kind: 0 x: 21 y: 80000 w: 43 h: 62
bdy_end:
bdy:
kind: 0 x: 21 y: 60000 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 238 ice slash
pic: 29 state: 7 wait: 2 next: 999 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 56 y: 54 weaponact: 21 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 25 y: 19 w: 38 h: 60
bdy_end:
bdy:
kind: 0 x: 21 y: 80000 w: 43 h: 62
bdy_end:
bdy:
kind: 0 x: 21 y: 60000 w: 43 h: 62
bdy_end:
<frame_end>
hitsugaya_ball1.dat
Code: <bmp_begin>
file(0-11): sprite\sys\Bleach\hitsugaya_ball7.bmp w: 129 h: 82 row: 4 col: 3
<bmp_end>
<frame> 4 flying
pic: 8 state: 3000 wait: 1 next: 5 dvx: 15 dvy: 0 dvz: 0 centerx: 49 centery: 61 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 6 y: 9 w: 49 h: 35 dvx: 7 fall: 20 vrest: 10 bdefend: 16 injury: 50 effect: 3
itr_end:
bdy:
kind: 0 x: 6 y: 9 w: 49 h: 35
bdy_end:
<frame_end>
<frame> 5 flying
pic: 9 state: 3000 wait: 1 next: 6 dvx: 15 dvy: 0 dvz: 0 centerx: 49 centery: 61 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 6 y: 9 w: 49 h: 35 dvx: 7 fall: 20 vrest: 10 bdefend: 16 injury: 50 effect: 3
itr_end:
bdy:
kind: 0 x: 6 y: 9 w: 49 h: 35
bdy_end:
<frame_end>
<frame> 6 flying
pic: 10 state: 3000 wait: 1 next: 7 dvx: 15 dvy: 0 dvz: 0 centerx: 49 centery: 61 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 6 y: 9 w: 49 h: 35 dvx: 7 fall: 20 vrest: 10 bdefend: 16 injury: 50 effect: 3
itr_end:
bdy:
kind: 0 x: 6 y: 9 w: 49 h: 35
bdy_end:
<frame_end>
<frame> 7 flying
pic: 11 state: 3000 wait: 0 next: 8 dvx: 15 dvy: 0 dvz: 0 centerx: 49 centery: 61 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 6 y: 9 w: 49 h: 35 dvx: 7 fall: 20 vrest: 10 bdefend: 16 injury: 50 effect: 3
itr_end:
bdy:
kind: 0 x: 6 y: 9 w: 49 h: 35
bdy_end:
<frame_end>
<frame> 8 flying
pic: 11 state: 3000 wait: 0 next: 8 dvx: 15 dvy: 0 dvz: 0 centerx: 49 centery: 61 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 6 y: 9 w: 49 h: 35 dvx: 7 fall: 20 vrest: 10 bdefend: 16 injury: 50 effect: 3
itr_end:
bdy:
kind: 0 x: 6 y: 9 w: 49 h: 35
bdy_end:
<frame_end>
<frame> 10 hiting
pic: 4 state: 3001 wait: 1 next: 11 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 61 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 11 hiting
pic: 5 state: 3001 wait: 1 next: 12 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 61 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 12 hiting
pic: 6 state: 3001 wait: 1 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 61 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 20 hit
pic: 4 state: 3002 wait: 1 next: 21 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 61 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 21 hit
pic: 5 state: 3002 wait: 1 next: 22 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 61 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 22 hit
pic: 6 state: 3002 wait: 1 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 61 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 30 rebounding
pic: 4 state: 3003 wait: 1 next: 31 dvx: 0 dvy: 0 dvz: 0 centerx: 32 centery: 61 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 31 rebounding
pic: 5 state: 3003 wait: 1 next: 32 dvx: 0 dvy: 0 dvz: 0 centerx: 32 centery: 61 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 32 rebounding
pic: 6 state: 3003 wait: 1 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 32 centery: 61 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
Sprite sheet of hitsugaya_ball7.bmp
So guys as you can see, there is literally no difference between both codes.. So why exactly is the ball vanishing? Any thoughts on this?
RE: Ball Vanishing - STM1993 - 07-06-2015
You changed the opoint's "oid" in histugaya.dat from "oid: 298" to "oid: 266". Did you update the id used in data.txt for hitsugaya_ball1.dat to reflect this change?
That's the only explanation possible, there's nothing wrong with the data itself.
As long as you see only shadows appear, it most likely means you are spawning something that doesn't exist.
RE: Ball Vanishing - T.O.R.N.A.D.O - 07-06-2015
Yes I did change the id: 266 to hitsugaya_ball1.dat.. I can't really think of any way how an error like this could happen.. We did see the balls getting summoned before they get vanished.. Just for safety's sake, here is the data.txt I used in my mod..
Code: <object>
id: 30 type: 0 file: data\char\marine1.dat
id: 31 type: 0 file: data\char\hollow.dat
id: 32 type: 0 file: data\char\hollow3.dat
id: 33 type: 0 file: data\char\naruto_clone.dat
id: 34 type: 0 file: data\char\ninja1.dat
id: 35 type: 0 file: data\char\ninja2.dat
id: 50 type: 0 file: data\char\chibi.dat
id: 1 type: 0 file: data\char\naruto.dat
id: 2 type: 0 file: data\char\sasuke.dat
id: 12 type: 0 file: data\char\itachi.dat
id: 3 type: 0 file: data\char\goku.dat
id: 36 type: 0 file: data\char\ssjgoku.dat
id: 14 type: 0 file: data\char\vegeta.dat
id: 4 type: 0 file: data\char\ichigo.dat
id: 37 type: 0 file: data\char\bankai.dat
#id: 12 type: 0 file: data\char\renji.dat
id: 20 type: 0 file: data\char\hitsugaya.dat
id: 21 type: 0 file: data\char\byakuya.dat
id: 13 type: 0 file: data\char\luffy.dat
id: 55 type: 0 file: data\char\ges.dat
id: 10 type: 0 file: data\char\zoro.dat
id: 22 type: 0 file: data\char\sanji.dat
id: 23 type: 0 file: data\char\MRKPHX.dat
id: 5 type: 0 file: data\char\tsuna.dat
id: 9 type: 0 file: data\char\hibari.dat
id: 17 type: 0 file: data\char\gon.dat
id: 19 type: 0 file: data\char\killua.dat
id: 7 type: 0 file: data\char\yugi.dat
id: 11 type: 0 file: data\char\edward.dat
id: 15 type: 0 file: data\char\natsu.dat
id: 18 type: 0 file: data\char\oga.dat
id: 8 type: 0 file: data\char\yusuke.dat
id: 120 type: 1 file: data\weapons\weapon4.dat #kunai
id: 121 type: 4 file: data\weapons\weapon5.dat #shuriken
id: 122 type: 6 file: data\weapons\weapon6.dat #health
id: 123 type: 6 file: data\weapons\weapon8.dat #mp_charge
id: 243 type: 1 file: data\weapons\bandana.dat #natsu
id: 151 type: 2 file: data\weapons\log.dat #log
id: 200 type: 3 file: data\powers\sakura_ball.dat
#id: 201 type: 3 file: data\powers\renji_effects.dat
id: 202 type: 3 file: data\powers\hollow_effects.dat
id: 203 type: 3 file: data\powers\spiritbomb.dat
id: 204 type: 3 file: data\powers\wind.dat
id: 205 type: 3 file: data\powers\poison.dat
id: 206 type: 3 file: data\powers\vegeta_power.dat
id: 207 type: 3 file: data\powers\special_tsu.dat
id: 208 type: 3 file: data\powers\charge.dat
id: 209 type: 3 file: data\powers\henry_wind.dat
id: 210 type: 3 file: data\powers\katon_ball.dat
id: 211 type: 3 file: data\powers\firen_flame.dat
id: 212 type: 3 file: data\powers\freeze_column.dat
id: 213 type: 3 file: data\powers\firzen_ball.dat
id: 214 type: 3 file: data\powers\flash.dat
id: 215 type: 3 file: data\powers\frog.dat
id: 216 type: 3 file: data\powers\doggy.dat
id: 217 type: 3 file: data\powers\crow_2.dat
id: 218 type: 3 file: data\powers\kidou.dat
id: 219 type: 3 file: data\powers\orihime_ball.dat #heal
id: 220 type: 3 file: data\powers\zoro_slash.dat
id: 221 type: 3 file: data\powers\zoro_slash2.dat
id: 222 type: 3 file: data\powers\white_lightning.dat
id: 223 type: 3 file: data\powers\light.dat
id: 224 type: 3 file: data\powers\kamehameha.dat
id: 225 type: 3 file: data\powers\snake.dat
id: 226 type: 3 file: data\powers\coffin.dat
id: 227 type: 3 file: data\powers\zoro_slash3.dat
id: 228 type: 3 file: data\powers\white_gor.dat
id: 229 type: 3 file: data\powers\rasenshuriken.dat
id: 230 type: 3 file: data\powers\goku_ball.dat
id: 231 type: 3 file: data\powers\killua_special.dat
id: 232 type: 3 file: data\powers\yusuke_special_1.dat
id: 233 type: 3 file: data\powers\yusuke_special_2.dat
id: 234 type: 3 file: data\powers\yusuke_special_3.dat
id: 235 type: 3 file: data\powers\tsuna_flame.dat
id: 240 type: 3 file: data\powers\duel.dat
id: 241 type: 3 file: data\powers\cero.dat
id: 242 type: 3 file: data\powers\zor_slashx.dat
id: 245 type: 3 file: data\powers\gsb.dat
id: 247 type: 3 file: data\powers\gsb2.dat
id: 252 type: 3 file: data\powers\gatl.dat
id: 253 type: 3 file: data\powers\ichigo_ball.dat
id: 255 type: 3 file: data\powers\bankai_ball.dat
id: 258 type: 3 file: data\powers\bankai_attack.dat
id: 259 type: 3 file: data\powers\Oga_ball.dat
id: 260 type: 1 file: data\powers\ichigo_ball2.dat #air_getsuga
id: 261 type: 3 file: data\powers\gs_effects.dat
id: 265 type: 1 file: data\powers\hitsugaya_ball3.dat
id: 266 type: 1 file: data\powers\hitsugaya_ball1.dat
id: 280 type: 3 file: data\powers\Gon_special.dat
id: 281 type: 3 file: data\powers\gcaba.dat
id: 294 type: 3 file: data\powers\hitsugaya_ball2.dat
id: 295 type: 3 file: data\powers\hitsugaya_dragon.dat
id: 298 type: 3 file: data\powers\hitsugaya_ball.dat
#id: 400 type: 3 file: data\powers\koma_1.dat
id: 401 type: 3 file: data\powers\senbonzakura.dat
id: 402 type: 3 file: data\powers\senbonzakura2.dat
id: 405 type: 3 file: data\powers\byakuya_swords.dat
id: 406 type: 3 file: data\powers\byakuya_swords2.dat
id: 407 type: 3 file: data\powers\chidori_sword.dat
id: 408 type: 3 file: data\powers\katon_big.dat
id: 409 type: 3 file: data\powers\natsu_big.dat
id: 419 type: 3 file: data\powers\chiyo_kunais.dat
id: 434 type: 1 file: data\powers\rasengan_ball.dat #rasengan
id: 435 type: 3 file: data\powers\drunken.dat
id: 440 type: 3 file: data\powers\chidori.dat
id: 441 type: 3 file: data\powers\summons.dat
id: 462 type: 3 file: data\powers\shadow.dat
id: 998 type: 5 file: data\etc.dat
id: 999 type: 5 file: data\broken_weapon.dat
<object_end>
<file_editing>
data\nothing.txt
<file_editing_end>
<background>
id: 4 file: bg\sys\tt\bg.dat
id: 3 file: bg\sys\HokageMeet\bg.dat
id: 5 file: bg\sys\thr\bg.dat
id: 6 file: bg\sys\milfbase\bg.dat
id: 10 file: bg\sys\mgn\bg.dat
id: 1 file: bg\sys\yugi\bg.dat
id: 9 file: bg\sys\ibg\bg.dat
id: 2 file: bg\sys\lf\bg.dat
id: 27 file: bg\sys\ancient_fall\bg.dat
id: 8 file: bg\sys\bc\bg.dat
id: 7 file: bg\sys\qi\bg.dat
<background_end>
id: 100~199 drop weapon
RE: Ball Vanishing - Ramond - 07-06-2015
Your id 266 uses type 1, which causes it to be a light weapon, drop to the floor and go to the (probably nonexisting) "weapon on ground" frames. Change it to type 3 and you should be good to go!
RE: Ball Vanishing - T.O.R.N.A.D.O - 07-06-2015
Yes that fixed the problem.. I can't believe how lame this was. Still thanks for helping me out..
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