blyegg Posted July 24, 2014 Share Posted July 24, 2014 (edited) [17:36:30] Kisara: I gave Nils anima animation, and it works GREAT but [17:36:35] Kisara: after the enemy takes damage [17:36:37] Kisara: it hangs [17:36:52] Jaoenkatsu: hmm... [17:36:58] Jaoenkatsu: you changed his class? [17:37:06] Kisara: No, I left it as bard [17:37:18] Kisara: and i used the bard animation for the spell [17:37:30] Kisara: (so the bard anim plays then the thunder animation, but you know this) [17:37:32] Kisara: http://prntscr.com/45pu0b [17:38:05] Jaoenkatsu: are the spell pointers right? [17:38:08] Kisara: IDK why tho. [17:38:13] Kisara: Spell Pointers? [17:38:24] Kisara: You mean animation pointers? [17:38:30] Jaoenkatsu: or did you just make the bard able to use magic? [17:38:39] Jaoenkatsu: animation pointers yeah [17:38:41] Kisara: I changed the animtion lst so... [17:39:40] Kisara: http://prntscr.com/45putr [17:40:53] Kisara: And then changed the characters battle anim. pointers to it. [17:41:04] **Jaoenkatsu tries to troubleshoot despite being only a novice in animations** [17:41:06] Kisara: Also, the dance animation works fine Hangs here... Not sure why the 1 is there in front of it. It puts that it by itself, after I save. Edited July 24, 2014 by Kisara Quote Link to comment Share on other sites More sharing options...
Book of Ereshkigal Posted July 24, 2014 Share Posted July 24, 2014 (edited) Probably the same issue Tethys has with Dark Magic in FE8. If Tethys doubles the enemy, the game hangs because the Dancer animation doesn't reset, it ends with her bowing. This causes issues if she doubles. If the bard animation doesn't reset to standing, that is what is causing issues (If he is trying to double). Wait, you said the dance animation works fine, can Ninian double the enemy you tested it with? Edited July 24, 2014 by L95 Quote Link to comment Share on other sites More sharing options...
blyegg Posted July 24, 2014 Author Share Posted July 24, 2014 I didn't try Ninian yet, let me go check her. Quote Link to comment Share on other sites More sharing options...
blyegg Posted July 24, 2014 Author Share Posted July 24, 2014 Ninian hangs too... Assuming there's no easy fix? Quote Link to comment Share on other sites More sharing options...
sirmola Posted July 24, 2014 Share Posted July 24, 2014 What about seting the animation to another class only when anima is being used? does that help? You can always claim that you are mimicing plum from trs (who uses a healer sprite when healing and a dancer sprite when dancing.) Quote Link to comment Share on other sites More sharing options...
blyegg Posted July 24, 2014 Author Share Posted July 24, 2014 I guess I'll do that workaround. Thanks. Quote Link to comment Share on other sites More sharing options...
Siuloir Posted July 24, 2014 Share Posted July 24, 2014 I guess I'll do that workaround. Thanks. Your other option is basically to rescript the animation. I know there's a version of them in the FEditor animations thread where they use either staves or magic. Quote Link to comment Share on other sites More sharing options...
icecube Posted July 24, 2014 Share Posted July 24, 2014 Not sure why the 1 is there in front of it. It puts that it by itself, after I save. Check your nightmare module. Change weapon type into 1 byte entry Example: Weapon Type 0 1 //This NEHU NULL Quote Link to comment Share on other sites More sharing options...
Lamia Posted July 25, 2014 Share Posted July 25, 2014 (edited) the nightmare module is incorrectly formatted! there should be a dropbox for that because the weapon types need to be labeled for selection this is what the first entry for my own module reads +00 Weapon Type 0 1 NDHU Animation Types.txt dunno what happened to yours as for the battle animation, bards and dancers don't have a coded reset to their animation after casting, which is why it hangs when they use their ability on an allied unit, there's no need to reset their dramatic pose Edited July 25, 2014 by Lamia Quote Link to comment Share on other sites More sharing options...
Aleph Posted August 10, 2014 Share Posted August 10, 2014 yes those characters are missing 0x85 commands they need by default rescripting them may be unnecessary if you're crafting modifying the frame data in a dump Quote Link to comment Share on other sites More sharing options...
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