Mrbrkill Posted December 20, 2012 Author Share Posted December 20, 2012 fixed the problem, but now have another one (fancy that). My code worked and now i have the animation files. Now what? I tried using the insert in the class animation manger,but the program would just "import" for a few seconds and nothing would happen. The animation i tried to import over did change, and in the rom it still has it changed. Help? Quote Link to comment Share on other sites More sharing options...
Alfred Kamon Posted December 20, 2012 Share Posted December 20, 2012 .... Did you save the rom in FEeditor after importing the animation? Quote Link to comment Share on other sites More sharing options...
Mrbrkill Posted December 20, 2012 Author Share Posted December 20, 2012 Yes I've saved it. When I try to insert it, there is a "importing animation" that makes it look like its loading something and then nothing changes at all. Any tips? Quote Link to comment Share on other sites More sharing options...
Alfred Kamon Posted December 20, 2012 Share Posted December 20, 2012 I honestly don't know. Do you have some screenshoots? Seems strange to me. Quote Link to comment Share on other sites More sharing options...
Mrbrkill Posted December 21, 2012 Author Share Posted December 21, 2012 I found out the problem. The ROM i was using turned out to be corrupt. Quote Link to comment Share on other sites More sharing options...
Soldier Posted December 26, 2012 Share Posted December 26, 2012 I've been having trouble getting my custom animation to work as well, FEditor says that the script is fine, but when I set my character to the new animation, it will only do the outside battle sequence(the map view without battle sprites), could there be a problem with my script? or is it something else entirely?? I only have 7 frames in the animation, is the amount too small? it worked with only the standing frame but when I added the rest it stopped working here's my script(I'm using a sample from Xeld's tut): /// - Mode 1 C03 C07 3 p- standing.png 3 p- Attack1.png 7 p- Attack2.png C30 4 p- attack3.png 9 p- Attack4p.png /// - Attack Frames C04 C1A C1F 9 p- Attack4p.png /// - Frames after hitting but before stopping to wait for HP depletion C01 /// - RETURN TO BASE 3 p- attack3.png C1B 6 p- Attack2.png 3 p- Attack1.png 3 p- standing.png C06 C0D ~~~ - /// - Mode 3 C03 C07 3 p- standing.png 5 p- dodge1.png 4 p- standing.png 6 p- dodge1.png 3 p- Attack1.png 9 p- Attack2.png C30 3 p- attack3.png C1B C39 C51 9 p- Attack4p.png /// - Critical Frames C04 C08 C1F 9 p- Attack4p.png /// - Frames after hitting but before stopping to wait for HP depletion C01 /// - RETURN TO BASE C4E 3 p- attack3.png 10 p- dodge1.png C1B 3 p- standing.png C06 C0D ~~~ - Mode 5 C03 C07 5 p- standing.png C05 4 p- standing.png C01 4 p- standing.png C06 3 p- standing.png C0D ~~~ - Mode 6 C03 C07 5 p- standing.png C05 4 p- standing.png C01 4 p- standing.png C06 3 p- standing.png C0D ~~~ - Mode 7 C02 2 p- standing.png C0E 3 p- dodge1.png C01 2 p- dodge1.png C06 2 p- standing.png C0D ~~~ - Mode 8 C02 2 p- standing.png C0E 3 p- dodge1.png C01 2 p- dodge1.png C06 2 p- standing.png C0D ~~~ - Mode 9 3 p- standing.png C01 ~~~ - Mode 10 3 p- standing.png C01 ~~~ - Mode 11 3 p- standing.png C01 ~~~ - Mode 12 C03 C07 3 p- standing.png 3 p- Attack1.png 7 p- Attack2.png C30 4 p- attack3.png C1B 9 p- Attack4.png /// - Attack-That-Will-Miss Frames C04 C1F 9 p- Attack4.png /// - Frames after hitting but before stopping to wait for HP depletion C01 /// - RETURN TO BASE 3 p- attack3.png C1B 6 p- Attack2.png 3 p- Attack1.png 3 p- standing.png C06 C0D ~~~ - End Animation Data Quote Link to comment Share on other sites More sharing options...
Alfred Kamon Posted December 26, 2012 Share Posted December 26, 2012 (edited) Did you configure the animation correctly in the custom animation module and class module? P.S. This obviously is needed if you use different weapons from the character you've changed the animation for, for example if you want an animation of lyn using magic when her animation is programmed for swords. So the game doesn't recognize the weapon/animation association and performs a simple map battle. The problem is not in the animation script, otherwise FEeditor wouldn't have accepted it. Give us more details, please. Edited December 26, 2012 by Alfred Kamon Quote Link to comment Share on other sites More sharing options...
Soldier Posted December 26, 2012 Share Posted December 26, 2012 I apologize for the lack of information.. fortunately, the suggestion you provided worked and the sprite shows up in battles now! but of course, when one problem is solved, another arises, now the colors are off, most are acceptable for the sprite, but not what is on the weapon, I'll post pictures of my battle frame and then the actual battle screen(also it doesn't show the piercing animation and I THOUGHT I entered that in right): again, I'm sorry if I didn't provide enough information here Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted December 26, 2012 Share Posted December 26, 2012 Because those are Seth's Paladin colors. You have to set the battle palettes for the characters via Nightmare modules. Quote Link to comment Share on other sites More sharing options...
Soldier Posted December 26, 2012 Share Posted December 26, 2012 How ignorant of me lol thanks! now my animation is inserted and working perfectly I may need to add more frames later to make it a little smoother but for now I'll settle last question I have, how do I get it to show that I'm piercing the enemy? because that still doesn't show.. Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted December 27, 2012 Share Posted December 27, 2012 how do I get it to show that I'm piercing the enemy? because that still doesn't show.. For the modes (normal or critical attack) that you have the weapon piercing through, you basically make a copy of the frame and put it on the left side, excluding the 8 pixels that have the palette, showing only what it is supposed to be in the front. Remember, each frame is 240x160, and FEditor has 8 pixels for the palette on the very right, so it's 248x160. Say you have this: (FE10 Swordmaster used for Elibian Nights) If you want the sword looking like it's piercing through, you do this: It'll end up being 488x160 pixels. You CANNOT use the double imaged one for Mode 12, so you have to have a regular frame for the missed attack mode if it looks the same. Quote Link to comment Share on other sites More sharing options...
Mrbrkill Posted December 30, 2012 Author Share Posted December 30, 2012 So i'm trying to insert the female pirate animation for the resource, but the hand axe animation wouldn't work, so I then tryed to create a new animation using the frames and code provide (i tried to get a new file that can be read by feditor if that wasn't clear) Now when i put the text in i get this error SyntaxException Error parsing line 16: Can't add a terminator to an empty mode. The code /// - Mode 1 C03 C07 4 p- HAxe01.png 4 p- HAxe02.png C42 C05 4 p- HAxe03.png C13 4 p- HAxe04.png 4 p- HAxe05.png 4 p- HAxe06.png 4 p- HAxe01.png C06 C0D ~~~ /// - Mode 3 C03 C07 2 p- HAxeC01.png C38 2 p- HAxeC02.png 2 p- HAxeC03.png 2 p- HAxeC04.png 15 p- St03.png 4 p- HAxe01.png 4 p- HAxe02.png C42 C05 4 p- HAxe03.png C13 4 p- HAxe04.png 4 p- HAxe05.png 4 p- HAxe06.png 4 p- HAxe01.png C06 C0D /// - Mode 5 /// - Mode 1 C03 C07 4 p- HAxe01.png 4 p- HAxe02.png C42 C05 4 p- HAxe03.png C13 4 p- HAxe04.png 4 p- HAxe05.png 4 p- HAxe06.png 4 p- HAxe01.png C06 C0D ~~~ /// - Mode 6 C03 C07 2 p- HAxeC01.png C38 2 p- HAxeC02.png 2 p- HAxeC03.png 2 p- HAxeC04.png 15 p- St03.png 4 p- HAxe01.png 4 p- HAxe02.png C42 C05 4 p- HAxe03.png C13 4 p- HAxe04.png 4 p- HAxe05.png 4 p- HAxe06.png 4 p- HAxe01.png C06 C0D /// - Mode 7 C02 4 p-Dg03.png C0E 16 p-Dg04.png C01 4 p-Dg03.png C0D ~~~ /// - Mode 8 C02 4 p- Dg03.png C0E 16 p- Dg04.png C01 4 p- Dg03.png C0D ~~~ /// - Mode 9 16 p- St02.png C01 ~~~ /// - Mode 10 16 p- St02.png C01 ~~~ /// - Mode 11 16 p- St02.png C01 ~~~ /// - Mode 12 C03 C07 6 p- HAxe01.png 6 p- HAxe02.png C42 C05 6 p- HAxe03.png C13 6 p- HAxe04.png 6 p- HAxe05.png 6 p- HAxe06.png 6 p- HAxe01.png C06 C0D ~~~ /// - End of animation Quote Link to comment Share on other sites More sharing options...
Mrbrkill Posted January 4, 2013 Author Share Posted January 4, 2013 (edited) I'm getting this same error again, this time for a revision of my wyvern rider animation. FEditorAdvance.ClassAnimationCreator.loadFromScript_helper: SyntaxException Error parsing line 3: Can't add a terminator to an empty mode. My code ~~~ /// Mode 1 C03 - C07 - 3 p- standing.png 3 p- attack1.png 3 p- attack2.png 3 p- attack3.png 3 p- attack4.png 3 p- attack5p.png C04 C1A C1F /// - Frames after hitting but before stopping to wait for HP depletion C01 3 p- attack6.png 3 p- attack7.png 3 p- attack8.png 3 p- attack9.png 3 p- attack10.png 3 p- attack11.png 3 p- attack13.png 3 p- attack14.png 3 p- attack15.png 3 p- attack16.png 3 p- attack17.png 3 p- attack18.png 3 p- attack19.png 3 p- attack20.png 3 p- attack21.png 3 p- attack22.png 3 p- attack23.png /// - RETURN TO BASE 3 p- standing.png C06 C0D ~~~ /// Mode 3 C03 - C07 - 3 p- standing.png 3 p- crit1.png 3 p- crit2.png 3 p- crit3.png 3 p- crit4.png 3 p- crit5.png 3 p- crit1.png 3 p- standing.png 3 p- attack1.png 3 p- attack2.png 3 p- attack3.png 3 p- attack4.png 3 p- attack5p.png C04 C08 C1F /// - Frames after hitting but before stopping to wait for HP depletion C01 3 p- attack6.png 3 p- attack7.png 3 p- attack8.png 3 p- attack9.png 3 p- attack10.png 3 p- attack11.png 3 p- attack13.png 3 p- attack14.png 3 p- attack15.png 3 p- attack16.png 3 p- attack17.png 3 p- attack18.png 3 p- attack19.png 3 p- attack20.png 3 p- attack21.png 3 p- attack22.png 3 p- attack23.png /// - RETURN TO BASE 3 p- standing.png C06 C0D ~~~ /// Mode 5 C07 - 5 p- standing.PNG C05 4 p- standing.PNG C01 4 p- standing.PNG C06 3 p- standing.png C0D ~~~ /// Mode 6 C03 - C07 - 5 p- standing.PNG C05 4 p- standing.PNG C01 4 p- standing.PNG C06 3 p- standing.png C0D ~~~ /// Mode 7 C02 2 p- Dodge1.png C0E 16 p- Dodge2.png C01 2 p- Dodge1.png C0D ~~~ /// Mode 8 C02 2 p- Dodge1.png C0E 16 p- Dodge2.png C01 2 p- Dodge1.png C0D ~~~ /// Mode 9 3 p- standing.png C01 - ~~~ /// Mode 10 3 p- standing.png C01 - ~~~ /// Mode 11 3 p- standing.png C01 - ~~~ /// Mode 12 C03 - C07 - 3 p- standing.png /// - Attack-That-Will-Miss Frames 3 p- standing.png 3 p- attack1.png 3 p- attack2.png 3 p- attack3.png 3 p- attack4.png 3 p- attack5.png C04 C1F /// - Frames after hitting but before stopping to wait for HP depletion C01 /// - RETURN TO BASE 3 p- attack06.png 3 p- attack7.png 3 p- attack8.png 3 p- attack9.png 3 p- attack10.png 3 p- attack11.png 3 p- attack13.png 3 p- attack14.png 3 p- attack15.png 3 p- attack16.png 3 p- attack17.png 3 p- attack18.png 3 p- attack19.png 3 p- attack20.png 3 p- attack21.png 3 p- attack22.png 3 p- attack23.png 3 p- standing.png C06 C0D ~~~ - End Animation Data Edited January 4, 2013 by Mrbrkill Quote Link to comment Share on other sites More sharing options...
Primefusion Posted January 4, 2013 Share Posted January 4, 2013 (edited) You have an unnecessary terminator at the very top. Also, you shouldn't have any dashes after commands (Like you have "C03 -" take out the dash). Edited January 4, 2013 by Primefusion Quote Link to comment Share on other sites More sharing options...
Mrbrkill Posted January 4, 2013 Author Share Posted January 4, 2013 (edited) Now I'm getting an error saying two of my frames are too big, but they are piercing frames. They are both 488 x 160. Edit it's randomly fixed /// Mode 1 C03 C07 3 p- standing.png 3 p- attack1.png 3 p- attack2.png 3 p- attack3.png 3 p- attack4.png 3 p- attack5p.png /// Pierceing frame C04 C1A C1F /// - Frames after hitting but before stopping to wait for HP depletion C01 3 p- attack6.png /// Pierceing frame 3 p- attack7.png 3 p- attack8.png 3 p- attack9.png 3 p- attack10.png 3 p- attack11.png 3 p- attack13.png 3 p- attack14.png 3 p- attack15.png 3 p- attack16.png 3 p- attack17.png 3 p- attack18.png 3 p- attack19.png 3 p- attack20.png 3 p- attack21.png 3 p- attack22.png 3 p- attack23.png /// - RETURN TO BASE 3 p- standing.png C06 C0D ~~~ /// Mode 3 C03 C07 3 p- standing.png 3 p- crit1.png 3 p- crit2.png 3 p- crit3.png 3 p- crit4.png 3 p- crit5.png 3 p- crit1.png 3 p- standing.png 3 p- attack1.png 3 p- attack2.png 3 p- attack3.png 3 p- attack4.png 3 p- attack5p.png /// Pierceing frame C04 C08 C1F /// - Frames after hitting but before stopping to wait for HP depletion C01 3 p- attack6.png /// Pierceing frame 3 p- attack7.png 3 p- attack8.png 3 p- attack9.png 3 p- attack10.png 3 p- attack11.png 3 p- attack13.png 3 p- attack14.png 3 p- attack15.png 3 p- attack16.png 3 p- attack17.png 3 p- attack18.png 3 p- attack19.png 3 p- attack20.png 3 p- attack21.png 3 p- attack22.png 3 p- attack23.png /// - RETURN TO BASE 3 p- standing.png C06 C0D ~~~ /// Mode 5 C07 5 p- standing.PNG C05 4 p- standing.PNG C01 4 p- standing.PNG C06 3 p- standing.png C0D ~~~ /// Mode 6 C03 C07 5 p- standing.PNG C05 4 p- standing.PNG C01 4 p- standing.PNG C06 3 p- standing.png C0D ~~~ /// Mode 7 C02 2 p- Dodge1.png C0E 16 p- Dodge2.png C01 2 p- Dodge1.png C0D ~~~ /// Mode 8 C02 2 p- Dodge1.png C0E 16 p- Dodge2.png C01 2 p- Dodge1.png C0D ~~~ /// Mode 9 3 p- standing.png C01 ~~~ /// Mode 10 3 p- standing.png C01 ~~~ /// Mode 11 3 p- standing.png C01 ~~~ /// Mode 12 C03 C07 3 p- standing.png /// - Attack-That-Will-Miss Frames 3 p- standing.png 3 p- attack1.png 3 p- attack2.png 3 p- attack3.png 3 p- attack4.png 3 p- attack5.png C04 C1F /// - Frames after hitting but before stopping to wait for HP depletion C01 /// - RETURN TO BASE 3 p- attack06.png 3 p- attack7.png 3 p- attack8.png 3 p- attack9.png 3 p- attack10.png 3 p- attack11.png 3 p- attack13.png 3 p- attack14.png 3 p- attack15.png 3 p- attack16.png 3 p- attack17.png 3 p- attack18.png 3 p- attack19.png 3 p- attack20.png 3 p- attack21.png 3 p- attack22.png 3 p- attack23.png 3 p- standing.png C06 C0D ~~~ - End Animation Data Edited January 4, 2013 by Mrbrkill Quote Link to comment Share on other sites More sharing options...
Mrbrkill Posted January 7, 2013 Author Share Posted January 7, 2013 Alright, trying to make a disarmed animation, but it's my geting an "incomplete animations" error. How do i fix that? /// - Mode 1 C03 - C07 - 3 p- standing.png /// - Attack Frames C04 C1A C1F /// - Frames after hitting but before stopping to wait for HP depletion C01 /// - RETURN TO BASE 3 p- standing.png C06 C0D /// - Mode 3 C03 - C07 - 3 p- standing.png /// - Critical FramesC04 C08 C1F /// - Frames after hitting but before stopping to wait for HP depletion C01 /// - RETURN TO BASE 3 p- standing.png C06 C0D /// - Mode 5 C03 - C07 - 5 p- standing.PNG C05 4 p- standing.PNG C01 4 p- standing.PNG C06 3 p- standing.png C0D /// - Mode 6 C03 - C07 - 5 p- standing.PNG C05 4 p- standing.PNG C01 4 p- standing.PNG C06 3 p- standing.png C0D ///- Mode 7 C02 2 p- standing.PNG 3 p- dodge1.PNG 20 p- dodge2.PNG C0E 3 p- standing.PNG 3 p- dodge1.PNG 20 p- dodge2.PNG C01 2 p- standing.PNG 3 p- dodge1.PNG 20 p- dodge2.PNG C06 2 p- standing.png 3 p- dodge1.PNG 20 p- dodge2.PNG C0D /// - Mode 8 C02 2 p- standing.PNG 3 p- dodge1.PNG 20 p- dodge2.PNG C0E 3 p- standing.PNG 3 p- dodge1.PNG 20 p- dodge2.PNG C05 3 p- standing.PNG 3 p- dodge1.PNG 20 p- dodge2.PNG C01 2 p- standing.PNG 3 p- dodge1.PNG 20 p- dodge2.PNG C0D ///- Mode 9 3 p- standing.png C01 - /// - Mode 10 3 p- standing.png C01 - ///- Mode 11 3 p- standing.png C01 - ///- Mode 12 C03 - C07 - 3 p- standing.png /// - Attack-That-Will-Miss Frames C04 C1F /// - Frames after hitting but before stopping to wait for HP depletion C01 /// - RETURN TO BASE 3 p- standing.png C06 C0D ~~~ - End Animation Data Quote Link to comment Share on other sites More sharing options...
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