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Nils why u no use anima magic (animation hangs after enemy is hit)


blyegg
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[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...

iDGjicX.png


qDyO4pT.png


Not sure why the 1 is there in front of it. It puts that it by itself, after I save.

Edited by Kisara
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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 by L95
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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.)

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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.

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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 by Lamia
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  • 3 weeks later...

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

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