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Invisible Axe Animation (FEXP)


cherrim98
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Alright, checked out your project and found the problem.

1. While you have the general axe animation in the correct graphics folder along with the battler image setup correctly, you actually do not have any of his axe animations available in the animations tab of the database (FEXP engine, F9, Animations Tab). I only see the General spear animations, but none have been done for his axe animations and any other general animation (I saw you have the battler image with a general wielding a sword as well). You will need to actually do the animations yourself, concerning his axe animations.

2. Even if you did have any general axe animations completed in the animations tab, you would still need to assign them properly in the script section, under "Animation Values". This is what you use to basically tell the engine what to do whenever any unit attacks with whatever weapon they have equipped, such as start up attack animations, hit animation, loops when using magic, end animation, etc. This script is very important when it comes to assigning animations properly after having created the animations themselves in the engine database.

Once you solve those two problems, your animations will work. By then, it will become a matter of proper placement on the field in the animations themselves. By that I mean, it would be odd to see a general using an axe from what would look like to be seven spaces away from the enemy when you're supposed to be right in front of the enemy, etc. etc.

Animating stuff can be a pain, I'll admit, but it's also a good learning experience. I hope this helps you out. Anymore questions, I'll try to answer them to the best of my ability.

Good luck with your project!

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Alright, checked out your project and found the problem.

1. While you have the general axe animation in the correct graphics folder along with the battler image setup correctly, you actually do not have any of his axe animations available in the animations tab of the database (FEXP engine, F9, Animations Tab). I only see the General spear animations, but none have been done for his axe animations and any other general animation (I saw you have the battler image with a general wielding a sword as well). You will need to actually do the animations yourself, concerning his axe animations.

2. Even if you did have any general axe animations completed in the animations tab, you would still need to assign them properly in the script section, under "Animation Values". This is what you use to basically tell the engine what to do whenever any unit attacks with whatever weapon they have equipped, such as start up attack animations, hit animation, loops when using magic, end animation, etc. This script is very important when it comes to assigning animations properly after having created the animations themselves in the engine database.

Once you solve those two problems, your animations will work. By then, it will become a matter of proper placement on the field in the animations themselves. By that I mean, it would be odd to see a general using an axe from what would look like to be seven spaces away from the enemy when you're supposed to be right in front of the enemy, etc. etc.

Animating stuff can be a pain, I'll admit, but it's also a good learning experience. I hope this helps you out. Anymore questions, I'll try to answer them to the best of my ability.

Good luck with your project!

Alright. I actually did do this a little after. But I still have the same problem. As for animation values, here is how my code looks like:

# Axe
elsif weapon.weapon_type[0] == 3
# Hand Axe
if weapon.thrown?
if crit
return skill ? [1457, 1452, 1455, 1453] : [1452, 1455, 1453]
else
return skill ? [1457, 1452, 1453] : [1452, 1453]
end
# Axe
else
if hit
if crit
return skill ? [1451, 1445, 1446] : [1445, 1446]
else
return skill ? [1451, 1441, 1442] : [1441, 1442]
end
else
return skill ? [1451, 1441, 1448] : [1441, 1448]
end
end
end
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Those values are a bit off, by that I mean some of the code used in it. Take the generals lance animation values as an example, and use that as a reference and replace the lance values with axe values to or instead of replacing, just copy this and replace them with axe values instead.

# Lance *Replace with hand Axe*
      if weapon.weapon_type[0] == 2 *Turn that 2 into whatever the hand axe value is*
        if (distance >= 2 and weapon.thrown?)
          if crit
            return 1460 *replace any return value numbers with the axe ones*
          else
            return 1439
          end
        # Lance *Replace with the regular axe animation, the one where you are standing right in front of the enemy*
        else
          if hit
            if crit
              return [1425, 1426] *same as above, change the values to match that of the axe animation values*
            else
              return [1421, 1422]
            end
          else
            return [1421, 1428]
          end
        end
      end

There are 3 different sections in the animation values that will require your attention as well. Use ctrl+f to find them easier.

First section would require the above code in order to work correctly. Use what's in the " as a ctrl+f keyword to find it. "# Returns the animation number of the given class as it starts to attack".

Second section is " # Returns the animation number of the given class when frozen after attacking" which basically means what animation value should the engine use when the character hits the enemy, or is stuck on a loop if using magic.

Third section is "# Returns the animation number of the given class as it returns after attack" which basically needs an animation value that shows the character returning to position after it finishes it's attack.

So you'll basically need your hand axe animation, your regular axe animation, your hitting animations for both hand axe and regular animations, and your returning animations for those attacks.

Another good reference to use for both hand axe and regular axe animations is the pirate unit. As it has both of these properties as well in the fexp engine and a good way to show you how to approach the animations.

I hope that helped a bit. I would offer more help/info but i'm a bit pressed for time at the moment. Let me know if you understand anything I mentioned in this post or not. I will try to help out a bit more when I get the chance.

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Those values are a bit off, by that I mean some of the code used in it. Take the generals lance animation values as an example, and use that as a reference and replace the lance values with axe values to or instead of replacing, just copy this and replace them with axe values instead.

# Lance *Replace with hand Axe*
      if weapon.weapon_type[0] == 2 *Turn that 2 into whatever the hand axe value is*
        if (distance >= 2 and weapon.thrown?)
          if crit
            return 1460 *replace any return value numbers with the axe ones*
          else
            return 1439
          end
        # Lance *Replace with the regular axe animation, the one where you are standing right in front of the enemy*
        else
          if hit
            if crit
              return [1425, 1426] *same as above, change the values to match that of the axe animation values*
            else
              return [1421, 1422]
            end
          else
            return [1421, 1428]
          end
        end
      end

There are 3 different sections in the animation values that will require your attention as well. Use ctrl+f to find them easier.

First section would require the above code in order to work correctly. Use what's in the " as a ctrl+f keyword to find it. "# Returns the animation number of the given class as it starts to attack".

Second section is " # Returns the animation number of the given class when frozen after attacking" which basically means what animation value should the engine use when the character hits the enemy, or is stuck on a loop if using magic.

Third section is "# Returns the animation number of the given class as it returns after attack" which basically needs an animation value that shows the character returning to position after it finishes it's attack.

So you'll basically need your hand axe animation, your regular axe animation, your hitting animations for both hand axe and regular animations, and your returning animations for those attacks.

Another good reference to use for both hand axe and regular axe animations is the pirate unit. As it has both of these properties as well in the fexp engine and a good way to show you how to approach the animations.

I hope that helped a bit. I would offer more help/info but i'm a bit pressed for time at the moment. Let me know if you understand anything I mentioned in this post or not. I will try to help out a bit more when I get the chance.

It worked a little better, but not completely. I don't know what's wrong.

Here's a link to the new game now: https://www.mediafire.com/?dacg6he91b0ze7m

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Alright, since I don't want to take most of the learning experience from you, I went and did the basic axe animation for you. Here's the updated demo link for you.

http://www.mediafire.com/download/uxixcg2yqgdo03e/FEXP+Axe+Ver..rar

It's not complete, it's missing the crit animation stuff, but it's mostly to show you how to go about doing it. I've created 4 new animations for the basic axe attack at close range(Non-hand axe). It's in the animations tab numbers

1433 through 1436. I've already gone and added them into the animation values so go to test map 1, second option and see the animation for yourself. Try to look at the animation values for the basic axe attack so you can understand how it works. The throwing spear is no different for the throwing axe so just pay close attention to how the throwing spear was done to re-create a throwing axe (hand axe).

Mess around with that for a while and try to get a feel for how it works, then try to do the hand axe one yourself. Once you get that down, try adding the missing crit animations for the basic axe attack and test it out.

The problem you had before was that the animations you had for the axe were off and not properly assigned in the animation values script, which is why the general kept going invisible, since there was nothing telling the engine that he had attacked and gone back to his post so that the enemy can counter attack.

Like my last post, it is very important to have the animation values assigned correctly, such as starting attack animation value, a hit animation value for when the unit is "frozen" as the script mentions it which basically means standing/idle in this case and lastly when the unit returns to his/her post after attacking. These must all have animations of their own and must be assigned by you in the animation values script.

Let me know if the dl doesn't work and I'll try to fix it, though I tried it and it worked fine.

This stuff is mostly trial and error, so just keep at it until you get it. If you still need help, let me know and I'll try my best to help out.

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Alright, since I don't want to take most of the learning experience from you, I went and did the basic axe animation for you. Here's the updated demo link for you.

http://www.mediafire.com/download/uxixcg2yqgdo03e/FEXP+Axe+Ver..rar

It's not complete, it's missing the crit animation stuff, but it's mostly to show you how to go about doing it. I've created 4 new animations for the basic axe attack at close range(Non-hand axe). It's in the animations tab numbers

1433 through 1436. I've already gone and added them into the animation values so go to test map 1, second option and see the animation for yourself. Try to look at the animation values for the basic axe attack so you can understand how it works. The throwing spear is no different for the throwing axe so just pay close attention to how the throwing spear was done to re-create a throwing axe (hand axe).

Mess around with that for a while and try to get a feel for how it works, then try to do the hand axe one yourself. Once you get that down, try adding the missing crit animations for the basic axe attack and test it out.

The problem you had before was that the animations you had for the axe were off and not properly assigned in the animation values script, which is why the general kept going invisible, since there was nothing telling the engine that he had attacked and gone back to his post so that the enemy can counter attack.

Like my last post, it is very important to have the animation values assigned correctly, such as starting attack animation value, a hit animation value for when the unit is "frozen" as the script mentions it which basically means standing/idle in this case and lastly when the unit returns to his/her post after attacking. These must all have animations of their own and must be assigned by you in the animation values script.

Let me know if the dl doesn't work and I'll try to fix it, though I tried it and it worked fine.

This stuff is mostly trial and error, so just keep at it until you get it. If you still need help, let me know and I'll try my best to help out.

The hand axe one actually worked xD But thank you. I did not mean to cause you any trouble.

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