Open BreakPoints opened 9 months ago
Technically this is not a bug; see https://github.com/fellowship-of-the-roms/CrystalShireEngine/commit/f1cdcb2adb422656247c9a012a7d8bbeeac27b7a
Running makes it easier to get past spinning trainers, so this commit makes it so you have to "sneak" (walk) past them.
This will probably stay in the Gen3+ branches at least.. I haven't decided whether to remove it from the core branch.
Ah right, that makes sense as the running boots aren't OG either.
Is this something also applied to the bike? I can't easily tell due to the speed but there should be consistency ether way you decide to go.
Hmm... good point... I'll have to look into the bike part.. I don't think its currently applied to the bike.
I could close the issue as the title is intended behaviour however I have spotted a quirk of the implementation. NPCs that spin 360° while looking to battle will skip directions and seem erratic while running rather than just sped up.
I'm going to leave this open as a reminder to eventually work on a "smoother" option for this.
NPCs that turn around on the spot spin faster and more erratically when the player is running. Walking and standing do not have an effect.
Observed on Analogue Pocket