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FEditor Animations for Bards, Dancers, Clerics, etc.


Aethin
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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?

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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.

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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 by Aethin
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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 by shadowofkitty
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