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Fixed bug with added frames not being editable.
1 parent 5abbcfc commit e06c190

5 files changed

Lines changed: 12 additions & 6 deletions

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‎SF2BattleSpriteAnimationEditor/src/com/sfc/sf2/battlesprite/animation/BattleSpriteAnimation.java‎

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -92,7 +92,7 @@ public BattleSpriteAnimation clone() {
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}
9393

9494
public static BattleSpriteAnimation EmptyAnimation(BattleSprite battleSprite) {
95-
BattleSpriteAnimationFrame[] frames = new BattleSpriteAnimationFrame[] { BattleSpriteAnimationFrame.EmptyFrame() };
95+
BattleSpriteAnimationFrame[] frames = new BattleSpriteAnimationFrame[] { BattleSpriteAnimationFrame.EmptyFrame(battleSprite.getType() == BattleSpriteType.ENEMY) };
9696
return new BattleSpriteAnimation("Empty Anim", battleSprite, frames, (byte)0, (byte)0, true);
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}
9898

‎SF2BattleSpriteAnimationEditor/src/com/sfc/sf2/battlesprite/animation/BattleSpriteAnimationFrame.java‎

Lines changed: 6 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -177,7 +177,11 @@ public BattleSpriteAnimationFrame clone() {
177177
return new BattleSpriteAnimationFrame(battleSpriteIndex, duration, x, y, weaponFrame, weaponFlipH, weaponFlipV, weaponBehind, weaponX, weaponY);
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}
179179

180-
public static BattleSpriteAnimationFrame EmptyFrame() {
181-
return new BattleSpriteAnimationFrame((byte)0, (byte)0, (byte)0, (byte)0);
180+
public static BattleSpriteAnimationFrame EmptyFrame(boolean isEnemy) {
181+
if (isEnemy) {
182+
return new BattleSpriteAnimationFrame((byte)0, (byte)0, (byte)0, (byte)0);
183+
} else {
184+
return new BattleSpriteAnimationFrame((byte)0, (byte)0, (byte)0, (byte)0, (byte)0, false, false, true, (byte)0, (byte)0);
185+
}
182186
}
183187
}

‎SF2BattleSpriteAnimationEditor/src/com/sfc/sf2/battlesprite/animation/io/BattleSpriteAnimationDisassemblyProcessor.java‎

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -39,7 +39,7 @@ protected BattleSpriteAnimation parseDisassemblyData(byte[] data, BattleSpriteAn
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byte idleWeaponY = BinaryHelpers.getByte(data, 7);
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frames[0] = new BattleSpriteAnimationFrame((byte)0, (byte)0, (byte)0, (byte)0, idleWeaponFrame, idleWeaponFlipX, idleWeaponFlipY, idleWeaponBehind, idleWeaponX, idleWeaponY);
4141
} else {
42-
frames[0] = BattleSpriteAnimationFrame.EmptyFrame();
42+
frames[0] = BattleSpriteAnimationFrame.EmptyFrame(true);
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}
4444

4545
for (byte i=1; i < frames.length; i++) {

‎SF2BattleSpriteAnimationEditor/src/com/sfc/sf2/battlesprite/animation/models/BattleSpriteAnimationFramesTableModel.java‎

Lines changed: 3 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -48,7 +48,9 @@ public boolean isRowLocked(int row) {
4848

4949
@Override
5050
protected BattleSpriteAnimationFrame createBlankItem(int row) {
51-
return new BattleSpriteAnimationFrame((byte)0, (byte)20, (byte)0, (byte)0);
51+
BattleSpriteAnimationFrame frame = getRow(0);
52+
boolean isEnemy = frame == null ? true : frame.getType() == BattleSprite.BattleSpriteType.ENEMY;
53+
return BattleSpriteAnimationFrame.EmptyFrame(isEnemy);
5254
}
5355

5456
@Override

‎SF2BattleSpriteAnimationEditor/version.properties‎

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1,6 +1,6 @@
11
version: 1.4.1
22
release-notes:
3-
v1.4.1: Fixed issues when adding new frames to animations
3+
v1.4.1: Fixed issues when adding new frames to animations. Adding new frames are editable again.
44
v1.4.0: Added undo/redo feature. Added settings for all view options. Added individual buttons to import bg/ground and weapon (to no longer reset animation data).
55
v1.3.4: Added help menu with discord and GitHub links. More (?) buttons for info.
66
v1.3.3: Fixed when frames are reordered.

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