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Document Tackle is missing part of its hit animation
Co-Authored-By: SoupPotato <22991349+SoupPotato@users.noreply.github.com>
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@ -2082,6 +2082,7 @@ BattleAnim_Headbutt:
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anim_ret
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BattleAnim_Tackle:
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; BUG: Tackle is missing part of its hit animation (see docs/bugs_and_glitches.md)
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anim_1gfx BATTLE_ANIM_GFX_HIT
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anim_call BattleAnim_TargetObj_2Row
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anim_bgeffect BATTLE_BG_EFFECT_TACKLE, $0, BG_EFFECT_USER, $0
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@ -78,6 +78,7 @@ Fixes in the [multi-player battle engine](#multi-player-battle-engine) category
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- [Using a Park Ball in non-Contest battles has a corrupt animation](#using-a-park-ball-in-non-contest-battles-has-a-corrupt-animation)
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- [Battle transitions fail to account for the enemy's level](#battle-transitions-fail-to-account-for-the-enemys-level)
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- [Some trainer NPCs have inconsistent overworld sprites](#some-trainer-npcs-have-inconsistent-overworld-sprites)
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- [Tackle is missing part of its hit animation](#tackle-is-missing-part-of-its-hit-animation)
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- [Audio](#audio)
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- [Slot machine payout sound effects cut each other off](#slot-machine-payout-sound-effects-cut-each-other-off)
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- [Team Rocket battle music is not used for Executives or Scientists](#team-rocket-battle-music-is-not-used-for-executives-or-scientists)
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@ -2064,6 +2065,22 @@ Most of the NPCs in [maps/NationalParkBugContest.asm](https://github.com/pret/po
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(The use of `SPRITE_ROCKER` instead of `SPRITE_COOLTRAINER_M` for `COOLTRAINERM NICK` may also be an intentional reference to the player's brother from the [Space World '97 beta](https://github.com/pret/pokegold-spaceworld).)
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### Tackle is missing part of its hit animation
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Copying two rows causes `BATTLE_BG_EFFECT_TACKLE` to hit the horizontal sprite limit. This fix restores the animation to copy only one row like in Pokémon Gold and Silver.
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**Fix:** Edit `BattleAnim_Tackle` in [data/moves/animations.asm](https://github.com/pret/pokecrystal/blob/master/data/moves/animations.asm):
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```diff
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BattleAnim_Tackle:
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-; BUG: Tackle is missing part of its hit animation (see docs/bugs_and_glitches.md)
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anim_1gfx BATTLE_ANIM_GFX_HIT
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- anim_call BattleAnim_TargetObj_2Row
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+ anim_call BattleAnim_TargetObj_1Row
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anim_bgeffect BATTLE_BG_EFFECT_TACKLE, $0, BG_EFFECT_USER, $0
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```
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## Audio
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