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Ball Vanishing
#1
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:
[Image: 280tc8m.gif]

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:
[Image: 2ckg82.gif]

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?
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#2
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.
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Thanks given by: T.O.R.N.A.D.O
#3
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
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#4
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!
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#5
Yes that fixed the problem.. I can't believe how lame this was. Still thanks for helping me out.. :D
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