09-14-2019, 10:40 PM
After all this time, someone at RPGMakerWeb delivered an accurate bug report for a real coding error.
The member, redtri17, attempted to configure a specific weapon to render a pose not-standard. His alteration/edit was correct and proper. And his expectation of it changing the pose based on the weapon as he configured was accurate. So yes, there is a bug in version 1.0.
Simple to track, the ATTACK_WEAPONS value only works within the following page of the system:
4 - Battle Engine Classes. The error within the code can be corrected by a simple change to line 926 within the animbat_function_update_phase4_step3_pose_attack method.
Merely change
to
This essentially allow the feature that changes the weappn to recognize which weapon by its ID.
While I have not as yet updated the demos, this does change the system to version 1.1 on today's date of September 14, 2019. And now redtri17 will be included in the credits.
The member, redtri17, attempted to configure a specific weapon to render a pose not-standard. His alteration/edit was correct and proper. And his expectation of it changing the pose based on the weapon as he configured was accurate. So yes, there is a bug in version 1.0.
Simple to track, the ATTACK_WEAPONS value only works within the following page of the system:
4 - Battle Engine Classes. The error within the code can be corrected by a simple change to line 926 within the animbat_function_update_phase4_step3_pose_attack method.
Merely change
Code:
temp_pose = hash_obtain2(battler, nil, temp_hash)
Code:
temp_pose = hash_obtain2(battler, battler.weapon_id, temp_hash)
This essentially allow the feature that changes the weappn to recognize which weapon by its ID.
While I have not as yet updated the demos, this does change the system to version 1.1 on today's date of September 14, 2019. And now redtri17 will be included in the credits.