shadowofchaos Posted May 3, 2011 Share Posted May 3, 2011 Not in FE8 you can't. Quote Link to comment Share on other sites More sharing options...
KingKomodo Posted May 3, 2011 Author Share Posted May 3, 2011 (edited) I need help with my script it keeps saying "Unexpected error loading or reading the script." I also attached my frames. They all have 16 colors. Lance.txt Edited May 3, 2011 by KingKomodo Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted May 4, 2011 Share Posted May 4, 2011 (edited) That would be a problem with the script commands. Something in your script isn't formatted right. Where does it stop? What frame, what was the last frame successfully processed? Edited May 4, 2011 by shadowofchaos Quote Link to comment Share on other sites More sharing options...
KingKomodo Posted May 4, 2011 Author Share Posted May 4, 2011 It has the error when I go onto FEditor and click the Load from Script button I load up the .txt file (it's in the same folder as the frames) and then the error comes up. Also !!Update!! I made a new mug, I think it's better than the last. Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted May 4, 2011 Share Posted May 4, 2011 When the error comes up, it should say the file path of the last successful read image and the number of commands inserted. Quote Link to comment Share on other sites More sharing options...
KingKomodo Posted May 4, 2011 Author Share Posted May 4, 2011 (edited) I just checked it doesn't. this is the error that comes up. error.bmp Edited May 4, 2011 by KingKomodo Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted May 4, 2011 Share Posted May 4, 2011 What version of FEditor are you using? Move that window out of the way and see the last file that was read ._. Quote Link to comment Share on other sites More sharing options...
KingKomodo Posted May 4, 2011 Author Share Posted May 4, 2011 thanks I figured it out. Quote Link to comment Share on other sites More sharing options...
KingKomodo Posted May 4, 2011 Author Share Posted May 4, 2011 I now have the spider rider in the game (replacing Wyrven Knights) and everything works, only problem is the speed, trying to get that look right. Quote Link to comment Share on other sites More sharing options...
KingKomodo Posted May 4, 2011 Author Share Posted May 4, 2011 (edited) question... Is there a way to make someone have a different attack look depending on the weapon like roy did with the sealed sword? Cause I want to make a person like myrrh who uses different weapons though. Like one to become a hellhound, one to become a bael, one to become dragon, someone like that. Also can someone please help me make my custom guy Scholar, he's supposed to look like a mage, but with a tiny cape attached to his back (it goes down to his waist). Also he attacks by taking a book he holds in his left hand and it looks like he starts to read it then the pages turn and his cape flutters (at the same time) and then the spell happens. His critical is he opens the book but instead of the pages just flipping they fly out and swirl around him (or something along those lines) and then the spell happens. Anything else with him, like his dodge you can make up. But please I'm good at splicing but not at all good at customs, I tried like 4 times with him, I'll attach a picture of the Scholar's Mug (so you can get the colors right (that is if anyone decides to help me)) Also anyone can change his mug if they can improve it. Edited May 4, 2011 by KingKomodo Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted May 4, 2011 Share Posted May 4, 2011 Nightmare modules. The "Custom Battle Animation" editor/module. You configure it to the type of weapon and/or specific items. For example "All Swords", they'll use the animation you specify for when they use swords. Then you go on their class and specify the pointer to the "pointer" specified in the custom animation module. For a visual representation/better explanation, consult Blazer's Ultimate Tutorial. Quote Link to comment Share on other sites More sharing options...
KingKomodo Posted May 5, 2011 Author Share Posted May 5, 2011 (edited) !!Update!! I made an account on youtube to track my progress, here's a link to my channel, http://www.youtube.c...ser/KingKomodo3 I have my Spider Rider custom animation loaded up right now. Edited May 5, 2011 by KingKomodo Quote Link to comment Share on other sites More sharing options...
KingKomodo Posted May 6, 2011 Author Share Posted May 6, 2011 (edited) Is this a good first scene for my Scholar class? Edited May 7, 2011 by KingKomodo Quote Link to comment Share on other sites More sharing options...
Dr.Sholes Posted May 6, 2011 Share Posted May 6, 2011 Is it supposed to be pre-upgraded? Quote Link to comment Share on other sites More sharing options...
Fitz24 Posted May 7, 2011 Share Posted May 7, 2011 The Scholar looks alright, but the coloring/shading is off. It doesn't look like an animation. Try using more animations to base your scholar off of. Quote Link to comment Share on other sites More sharing options...
KingKomodo Posted May 7, 2011 Author Share Posted May 7, 2011 (edited) Yes it is a pre upgrade class he is the hero of the game. Also is there a way I can see all 8 weapon types on the same screen? I need help with that. Edited May 7, 2011 by KingKomodo Quote Link to comment Share on other sites More sharing options...
Nanami Touko Posted May 7, 2011 Share Posted May 7, 2011 Yes it is a pre upgrade class he is the hero of the game. Also is there a way I can see all 8 weapon types on the same screen? I need help with that. That would require the use of Nintenlord's Str/magic split patch. This patch is also kind of broken, quite literally. There's a bug which causes magic to go up on its own, randomly :/ Quote Link to comment Share on other sites More sharing options...
Celice Posted May 7, 2011 Share Posted May 7, 2011 There's another magic/strength split patch floating around, but you have to rearrange the data that's written if you want to use a non-Japanese version of the game. It's not hard, but most people here are handicapped and haven't a clue how to do most basics :/ Quote Link to comment Share on other sites More sharing options...
KingKomodo Posted May 8, 2011 Author Share Posted May 8, 2011 Can you have the missing animation and the hitting animation different? Because I'm trying to make a class that turns into either Myrmadon or Mercenary and when he misses he's supposed to fall down on the ground, I made the animations but they don't seem to work so I'll include the script and the missing animation, and the first frame of his normal attack animation for reference of colors. Sword - With Miss.txt Quote Link to comment Share on other sites More sharing options...
Dr.Sholes Posted May 8, 2011 Share Posted May 8, 2011 I'm not positive but I don't think it's possible The sprite looks good though Quote Link to comment Share on other sites More sharing options...
Book of Ereshkigal Posted May 9, 2011 Share Posted May 9, 2011 (edited) I'm pretty sure you can make the miss animation different. Just change the frames in mode 12. (of the script) I think it's mode 12, if I'm an idiot, forgive me. Edited May 9, 2011 by L95 Quote Link to comment Share on other sites More sharing options...
KingKomodo Posted May 9, 2011 Author Share Posted May 9, 2011 !!Update!! I got it all working just need to work on the speed, and you can have different animations for hit, and a diff one for miss, Mode 12 is missing animation. It's all pretty cool. Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted May 9, 2011 Share Posted May 9, 2011 (edited) @L95 yes, it's mode 12, you're not an idiot. And even if you forgot, forgetting still doesn't make you an idiot. usually. @KingKomodo I wrote a tutorial on battle animation insertion, I suggest you read it. In case you didn't sehat L95 said, mode 12 is for animations that miss. While the standard is to use the same as the attack with a few codes removed and crap, you can make it a completely different animation as well (although if the beginning of the attack isn't the same, it'll be obvious the attack is a miss... rofl). There's another magic/strength split patch floating around, but you have to rearrange the data that's written if you want to use a non-Japanese version of the game. It's not hard, but most people here are handicapped and haven't a clue how to do most basics :/ Hahaha, spiteful old Celice. Yeah, if only everyone knew the basics of hacking and could theorize a plan to hack anything like you, eh? No joke or sarcasm, I could make use of learning how to transfer ASM hacks from Japanese games into English ones... >_> Edited May 9, 2011 by Luffy Quote Link to comment Share on other sites More sharing options...
KingKomodo Posted May 9, 2011 Author Share Posted May 9, 2011 Also does anyone know how to make it so that the characters auto-evolve at level 20 or 21? Because I always loved that about FE10, I chose 20 becasue I thought it might be to hard to add in a brand new level. Any advice/help would be appreciated. Quote Link to comment Share on other sites More sharing options...
CT075 Posted May 10, 2011 Share Posted May 10, 2011 Assembly hacking. That is all. Quote Link to comment Share on other sites More sharing options...
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