I have multiple different types of arrows, selectable on a custom subscreen (though it should work functionally identically to using a normal subscreen with overrides). If I use any of them, it always fires the highest "Level" arrow. If they are all the same level, it appears to always use the one with the highest Item ID number. Why does it not use the arrow corresponding to the item used?
To be specific, I have Wooden, Fire, Ice, and Light arrows. Fire and Ice each have a magic cost of 4, while light have a magic cost of 8- wooden having no magic cost. I certainly have all of the items set up with their proper weapon sprites, yet with them all the same level, or leveled in progression order, the Light Arrow sprite is always the one used, and it additionally will always cost 8 magic, even if the wooden arrow item was the one used! Is there a non-scripting way to fix this, or am I going to need to completely re-script how these work?
EDIT: Having the same issue with swords as well... I have a Level 1 sword and a Level 2 sword which can be individually selected, but it always uses the Level 2 sword sprite...
EDIT: Turns out it was an issue with my custom subscreen... a very wierd issue that I am very surprised I even managed to find, but oh well!
Edited by venrob, 08 August 2018 - 07:59 PM.