Jump to content

Custom Animation "Unexpected errors"


Mrbrkill
 Share

Recommended Posts

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?

Link to comment
Share on other sites

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

Link to comment
Share on other sites

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 by Alfred Kamon
Link to comment
Share on other sites

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

post-6458-080011900 1356536461_thumb.png

post-6458-013203600 1356536497_thumb.png

Link to comment
Share on other sites

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..

Link to comment
Share on other sites

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:

attack-15null.png

(FE10 Swordmaster used for Elibian Nights)

If you want the sword looking like it's piercing through, you do this:

attack-15.png

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.

Link to comment
Share on other sites

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

Link to comment
Share on other sites

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 by Mrbrkill
Link to comment
Share on other sites

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 by Primefusion
Link to comment
Share on other sites

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 by Mrbrkill
Link to comment
Share on other sites

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

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...