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TheNattak

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Thrown Weapon Animations Question
« on: August 12, 2015, 01:23:55 AM »
Hello, I'm wondering if anyone might know where the code for the thrown weapon-type animations is located, and how it works - is it done something like the spear incremental damage range perhaps? I've replaced/changed around quite a bunch of different types in my item list and some of them now won't throw at all (just does the normal attack animation), while others remain the vanilla weapon type that was there. So it's safe to say it is not coded to match the icon character, like assassin did for the spears with his Jump Megafix patch. I'd assume there is some sort of ranges that dictate this, but as of yet am unable to locate them off hand. I figured it'd be worth it to try and address this issue a bit before just un-checking the 'can be thrown' flag for these now out of place item-types lol.

assassin

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Re: Thrown Weapon Animations Question
« Reply #1 on: August 12, 2015, 02:12:36 AM »
see C1/B9C5 in the disassembly on this website.  the data is in the bottom nibble of D1/0040,X , so there are just 16 animations to choose from.  hey, that's downright luxurious compared to the 8 animations for Jump. :P  note that the Item ID is incremented before indexing this table.

if you mean the actual code to make the projectiles spin and shit, I have no idea.

TheNattak

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Re: Thrown Weapon Animations Question
« Reply #2 on: August 12, 2015, 02:55:37 AM »
Perfect, thank you very much!

Dark Knight

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Re: Thrown Weapon Animations Question
« Reply #3 on: September 11, 2015, 05:05:40 PM »
The weapon's animation that are affected by Throw and Jump commands are located here: offset are for non-headed rom 110041 and headed rom 110241.

01 - Unharmed/Empty/Nothing
08 - Flame Scroll
09 - Water Scroll
10 - Dagger/Sword
21 - Ninja Dagger
32 - Greatsword
43 - Long Katana
54 - Rod
65 - Spear
76 - Hawkeye
81 - Shuriken/Card/Dart/Dice
0A - Lightning Scroll
0B - Invisibility Scroll
0C - Shadow Scroll
0D - Chakram
0E - Boomerang