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Battle Animation Scripting Q


PhantomFrost
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Hey guys, Ive spent around a month now figuring out how to hack FE7 using various tutorials, but largely pulling information from The Ultimate tutorial, and lodestar's battle animation tutorial. Everything I've read has been very helpful, but I've got a very specific problem, I dont think a topic has been made for yet.(First post by the way = P)

So (at least in this scenario) I would like to give the character inserting overtop of our dear lord Hector, the use of Neutral Magic(which is actually Light magic), and Axes. I already went ahead and made both animations. If anyone likes them feel free to use/splice/makethemcooler. I dont really mind as long as I get some kind of mention for doing the initial work(Even if it is mostly just recoloring XD)

RayneAxe_zps868a508a.png

RayneNuetral_zps0ca0205e.png

Now her MAIN form of attack is the second image, spell casting. In FEditor, I replaced Hectors main Axe animation with my casting one, and using Nightmare's Battle animation editor, linked the animation to All Light magic. Tested it out on chapter 12, and all was gravy.

*Now the problem*

I then made the axe animation. Inserted it over top of Hector's hand axe animation. Smooth sailing so far. Went into nightmare's battle animation editor, linked the hand axe animation to All axes. Cool, Went to test it, and not only did the animation stay on the standing frame, but there was very literally NO hit sound, or HP depletion. After the cutscene on the map the enemy would either be hurt, or die, but in battle nada.

So I grabbed a clean FE7 rom I had lying around and made a copy to test on. Inserted JUST the axe animation, and it played for me beautifully. I inserted the casting animation, and the same thing happened. No hit, no damage, just the standing frame and enemy retaliation.

I looked at about every tutorial I could get my hand on, and couldnt seem to find anything similar. Now I did use 2 different scripts for the axe and casting animations. Thats the only theory I have on them not working together. As a newb I figured Id get some help from those more experienced on this one. Seeing as they are two different Weapons, I figured I could do different scripts and it wouldnt be a problem. Was I incorrect? I did try and get both the casting and axe animation into one script, but FEditor wouldnt accept. Im not sure if it was because the animations used two slightly different palletes, or because the casting animation could have worked for both close range or distance, and axe was trying to take over close, Im just not sure.

Here are my scripts. Thank you very much for any help you guys provide! Im sincerely grateful.

Casting Script

/// - Mode 1

C03 -

C07 -

3 p- standing.png

/// - Attack Frames

3 p- attack1.png

3 p- attack2.png

3 p- attack3.png

3 p- attack4.png

3 p- attack5.png

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- attack12.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

C04

C1A

C1F

/// - Frames after hitting but before stopping to wait for HP depletion

3 p- attack20.png

3 p- attack21.png

3 p- attack22.png

C01

/// - RETURN TO BASE

3 p- attack23.png

3 p- attack24.png

3 p- attack25.png

3 p- standing.png

C06

C0D

~~~ -

/// - Mode 3

C03 -

C07 -

3 p- standing.png

/// - Critical Frames

C04

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 -

7 p- standing.PNG

7 p- attack1.png

7 p- attack2.png

7 p- attack3.png

7 p- attack4.png

7 p- attack5.png

7 p- attack6.png

7 p- attack7.png

7 p- attack8.png

7 p- attack9.png

7 p- attack10.png

7 p- attack11.png

7 p- attack12.png

7 p- attack13.png

7 p- attack14.png

7 p- attack15.png

7 p- attack16.png

7 p- attack17.png

7 p- attack18.png

7 p- attack19.png

C05

7 p- attack20.png

7 p- attack21.png

7 p- attack22.png

7 p- attack23.png

7 p- attack24.png

7 p- attack25.png

7 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- standing.PNG

C01

2 p- standing.PNG

C06

2 p- standing.png

C0D

~~~ - Mode 8

C02

2 p- standing.PNG

C0E

3 p- standing.PNG

C01

2 p- standing.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

/// - 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

Axe Script

/// - Mode 1

C03 -

C07 -

7 p- standing.png

/// - Attack Frames

7 p- attack1.png

7 p- attack2.png

7 p- attack3.png

7 p- attack4.png

7 p- attack5.png

7 p- attack6.png

7 p- attack7.png

7 p- attack8.png

7 p- attack9.png

7 p- attack10.png

7 p- attack11.png

7 p- attack12.png

7 p- attack13.png

7 p- attack14.png

7 p- attack15.png

7 p- attack16.png

C04

C1A

C1F

/// - Frames after hitting but before stopping to wait for HP depletion

C01

/// - RETURN TO BASE

7 p- attack17.png

7 p- attack18.png

7 p- attack19.png

7 p- attack20.png

7 p- attack21.png

7 p- attack22.png

7 p- attack23.png

7 p- attack24.png

7 p- attack25.png

7 p- attack26.png

7 p- attack27.png

7 p- attack28.png

7 p- attack28.png

7 p- attack30.png

7 p- attack31.png

7 p- attack32.png

7 p- attack33.png

7 p- attack34.png

7 p- standing.png

C06

C0D

~~~ -

/// - Mode 3

C03 -

C07 -

3 p- standing.png

/// - Critical Frames

C04

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 -

7 p- standing.PNG

C05

7 p- standing.png

C01

4 p- standing.PNG

C06

3 p- standing.png

C0D

~~~ - Mode 7

C02

2 p- standing.PNG

C0E

3 p- standing.PNG

C01

2 p- standing.PNG

C06

2 p- standing.png

C0D

~~~ - Mode 8

C02

2 p- standing.PNG

C0E

3 p- standing.PNG

C01

2 p- standing.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

/// - 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

***My Frames for each animation are in seperate folders. The scripts are in the same folders as their respective frames, and both folders have their own animation data subfolder where the files for feditor are kept***

Edited by PhantomFrost
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my hunch is that your problem is not with the battle animation scripting, but with the battle animation pointers

in nightmare, if you go to the class editor and go to the offset in the ROM designated by the "battle animation pointer" field, double check to make sure that not only do "all axes" (0x02) and "all light" (0x06) have the correct animation indices, but that ranged axes each individually have the animation index for ranged axes.

but then again what do i know

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