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Lisandra_brave

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Everything posted by Lisandra_brave

  1. Whoop whoop Reason it was broken was because it was a direct edit to an animation that used the cape flowing. Edited to use the FEditor hacked loop command instead of the baked in FE678 one.
  2. 1.5x is extremely easy, just change the 4800 at 0292e5 to 4810 to change it from lsl to asr, which is a right shift, which divides by 2. For 2.5x, you'll need to paste write A1 88 05 20 48 43 40 10 at 292E0. That changes the original move and load signed halfword into a single unsigned halfword load, which gives me room to load in a 5 into r0 then use the fact that the GBA's processor supports multiplication. The end result is ldrh r1, [r4, #0x4] mov r0, #0x5 mul r0, r1, r0 asr r0, r0, #0x1 Which multiplies the damage by 5, then divides by 2 to get 2.5x damage. Incidentally, with this, you can set your crit multiplier to any number or any half number you care for.
  3. Sally is a cute cleric and you should feel horrible if you killed her.
  4. Remember to give feedback. Especially on the magic because that's all my numbers But this is 1.00, before we asked you for help Thank you for helping us though.
  5. I'm not saying that we need one, but we totally need a sword and staff wielding maid. Foot unit that's a healer, but can still defend themselves if needed.
  6. But the other person from the male peg knight isn't unknown, It's done by inkling and genocike. Ponytail female mage in game.
  7. No, spell animations still have to be done by hand. Original spell animations don't have a set way of being stored, so every one would have to be individually coded for (at least as far as I know).
  8. The script problem is because it rips all the modes. Deleting modes 2 and 4 from the script it spits out will make it work fine. As for the other problem, it's probably some of the effects that the game does, like cape flaps on magic units and thrown swords and shields on mercs and heroes. Probably.
  9. Why not post this in the huge animation topic? It'll wind up lost otherwise.
  10. But I already did that. And if you look at that particular sheet, there's a shitton of colors, and it's missing a handful of frames. Try and keep up ;) E: following which one you quoted me on, it's also quoted in literally the next post.
  11. It's sad that the OP is never updated anymore. Makes it hard to find things in the thread at a glance.
  12. °д° < Make your own shorten it a pixel, remove the helmet, everything is at basically the same level, and there's not much head motion.
  13. Fixed the hooded necromancer so it'll work in FE7. Oh, right, credit still remains with whoever made this in the first place. But this SFX fix for the FE8 summoner is all me. Ponytail sage is me too.
  14. As was pointed out to me, The long hair female mage animation only works if you insert it over the original female mage, because it uses the C47 command. So I fixed it. https://dl.dropboxusercontent.com/u/1287867/card%20images/long%20hair%20female%20mage%20fix.zip This one uses L instead, so it's insertable anywhere. Have fun. Edit: And now the ponytail mage, both original sheet, and redone for insertion anywhere Special thanks to Genocike for helping fix the ugly ponytail on the cape flap frames https://dl.dropboxusercontent.com/u/1287867/card%20images/ponytail%20female%20mage%20fix.zip As should be for everyone is with everything I make, both of these are free for anything you want to do with them. Use them, edit them, hate them, create derivative works, anything. Hell, even credit is optional. Double edit: Wow, I'm not very good at getting things to work. The old versions were using the sage rune draw for some reason (probably for some visual effect) and because of that, it was trying to display at the same time as the spell animations. If you've ever seen Fa using a fire dragonstone against idoun, same idea here, but on a smaller scale. Fixed (again)
  15. There is one, somewhere As for when it's available, you'll have to wait on that. Keep an eye on the FE6 hacking scene though %^) .
  16. It's using skin colors on the dress aaaaaaa Can't do it it's impossible I'll fix it. As for the map sprite, it's a moot point anyway, because the one provided is larger than general map sprites, meaning it'd have to be 32x32, and wouldn't play nice when your army is all lined up in formation. Edit: https://dl.dropboxusercontent.com/u/1287867/card%20images/female%20bard.zip Why would anyone use skin tone on clothing? Why isn't there a proper harp sound in FE7? Why is everything terrible? Credit is... GabrielKnight for the original spriting, me for edits to make work better, me for scripting and cut'n'paste.
  17. The Bridge of Death - Monty Python and the Holy Grail Working on it. Edit: Not as easy as first thought, OAM overflow errors are a bitch. Still working on it. Edit 2: Done! https://dl.dropboxusercontent.com/u/1287867/card%20images/male%20dancer.zip I tried doing it as a new animation first, but that didn't work out so good. So I cut it up and put it on the original dancer sheet. Credits: Made by L95, pasted onto the original dancer sheet by me.
  18. Female mage with a ponytail. Not really satisfied with the ponytail on the cape flap, but I'm an autist, not an artist. If someone wants to take a crack at fixing those up, be my guest. https://dl.dropboxusercontent.com/u/1287867/card%20images/ponytail%20female%20mage.zip Incidentally, this is the third night in a row that I've posted an animation. Almost makes you wonder what I do with my life.
  19. Long hair female mage https://dl.dropboxusercontent.com/u/1287867/card%20images/long%20hair%20female%20mage.zip Really, this was just a copy paste of the FE6 hair onto the FE7 mage, surprised it hadn't been done before. Or, if it had, surprised I hadn't seen it before. Really, the FE6 battle sprites were pretty terrible, especially compared to the 7 and 8 sprites.
  20. https://dl.dropboxusercontent.com/u/1287867/card%20images/FE8%20dancer%20staff.7z FE8 Dancer with a staff Oh, right, credits. Me for the sprite editing, me for the scripting, no one for credit. I'll get enough of the warm glow of satisfaction seeing it in a screenshot somewhere down the line and knowing that I did that.
  21. Male pegasus Sprite credits - genocike, Inkling, Lisandra_brave Scripting - Lisandra_brave https://dl.dropboxusercontent.com/u/1287867/card%20images/mpeg%20with%20dodge.zip Share and enjoy.
  22. Playing around with the jobs .json, I added in a working switch to make everyone a lord class, and yet, despite being almost exactly the same code, am unable to make it only magic units. in the json there's {"type": "jobdata", "values": {"lords":true, "up_id": 1, "pr_id": 7}, "name": "Eliwood Lord"}, {"type": "jobdata", "values": {"wizman":true, "up_id": 28, "pr_id": 30}, "name":"MONK"}, and so on, and in util there's if mageonly: jobs = [j for j in joblist if 'wizman' in j['values']] else: jobs = joblist if alllord: jobs = [j for j in joblist if 'lords' in j['values']] else: jobs = joblist as well as the associated code in def randomizejobs so it knows those commands exist. Lords works perfectly, mages doesn't work at all.
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