Aethin Posted August 7, 2011 Share Posted August 7, 2011 I know how to implement custom animations using Xeld's FEditor for characters using weapons (of any kind), but I'm unsure how to make animations for Dancers, Bards, or for any unit using a staff. This is particularly problematic because I want to test out my sword-using Dancer, who is an edited version of Lalum. Will someone please inform me how to go about making these animations or at least point me in the right direction? Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted August 7, 2011 Share Posted August 7, 2011 Dancers, Bards, and Clerics do the same thing. They use the "Call spell" command during their animation. Specifically, all of them use mode 5. So for those classes, you basically need the obligatory Standing Frame modes, Dodge Modes, and Mode 5 (the ranged/spell) mode. However, since Dancers and Bards have the STR stat and not the MAG stat, they also probably have Mode 1 and Mode 2 (regular attacks) as a copy of Mode 5. Quote Link to comment Share on other sites More sharing options...
Aethin Posted August 8, 2011 Author Share Posted August 8, 2011 (edited) Thank you! Now I'm only wondering how to set up the animation in Nightmare (with the Custom Battle Animations module). There isn't any pointer for "instrument" (or anything like that), so how do I set it up? Edited August 8, 2011 by Aethin Quote Link to comment Share on other sites More sharing options...
MasterOfNobody Posted August 8, 2011 Share Posted August 8, 2011 Set it to unarmed. Quote Link to comment Share on other sites More sharing options...
Aethin Posted August 9, 2011 Author Share Posted August 9, 2011 Set it to unarmed. Okay. Will it still be compatible with the rings like Ninis' Grace? Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted August 10, 2011 Share Posted August 10, 2011 (edited) When all else fails... look at the originals. If you open up the class animation module, you see the "Battle Animation Pointer" for the Dancer Class is: 0x8C994A8 So in the ROM itself, in the hex editor, it has the following: 09 01 8D 00 05 01 8D 00 06 01 8D 00 07 01 8D 00 7C 00 8D 00 7D 00 8D 00 7E 00 8D 00 7F 00 8D 00 00 00 00 00 Let's Break it down. 09 01 8D 00 0x09 = Disarmed (Because of the next byte) 0x01 = All Weapons for a Weapon Type 0x8D = Dancer (Ninian) Animation 0x00 = Separator 05 01 8D 00 06 01 8D 00 07 01 8D 00 0x05, 0x06, 0x07 = Anima, Light, and Dark, respectively. 0x01 = All Weapons for a Weapon Type 0x8D = Dancer (Ninian) Animation 0x00 = Separator 7C 00 8D 00 7D 00 8D 00 7E 00 8D 00 7F 00 8D 00 0x7C, 0x7D, 0x7E, 0x7F = Filla's Might, Nini's Grace, Thor's Ire, and Set's Litany, respectively 0x00 = Custom Weapon for an item/weapon 0x8D = Dancer (Ninian) Animation 0x00 = Separator 00 00 00 00 That's the separator between animation data sets. Edited August 10, 2011 by shadowofkitty Quote Link to comment Share on other sites More sharing options...
Aethin Posted August 10, 2011 Author Share Posted August 10, 2011 All right. That clears everything up for me :) Thank you, guys! Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.