Belf Posted August 16, 2012 Share Posted August 16, 2012 I've run into a problem where I add a new class but when I put in the custom animations, there are not enough slots in some cases. For example, when I add a female hero I need an animation for swords, unarmed, axe, and handaxe, however, the handaxe requires two slots (one for handaxe and one for tomahawk). The problem is that the custom battle animation editor only has four slots per pointer. I want to change it to 8 slots if possible, but I don't want to screw anything up since I don't have any experience editing modules. Thank you! Quote Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted August 16, 2012 Share Posted August 16, 2012 you don't need to edit it just use the next slot and include a seperator after you finish with one complete animation Quote Link to comment Share on other sites More sharing options...
Belf Posted August 16, 2012 Author Share Posted August 16, 2012 you don't need to edit it just use the next slot and include a seperator after you finish with one complete animation Yeah, that's what I do, four times, then I can't do anymore for that particular pointer. Then when I have to put the pointer information in the class editor the pointer only contains those 4 animations when I needed 5 animations. The problem is that the module only allows 4 animations per pointer, not that I don't know how to add more than one animation per pointer. Quote Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted August 16, 2012 Share Posted August 16, 2012 no the next slot like 8fff810 or whatever the animation goes until it hits a seperator you can use more than 4 slots Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted August 16, 2012 Share Posted August 16, 2012 Point it elsewhere and hex edit manually. I'll quote another post that does it: Using the Custom Battle Animation Module as your guide... As you can see, the values are: Let's break it down. 09 = Disarmed (required)/Rapier 01 = Makes it the generic type, which is the Disarmed 91 = Dancer Animation 00 = Separator ******************** 05 = All Anima 01 = Generic weapons 91 = Dancer 00 = Separator ******************** 06 = All Light 01 = Generic weapons 91 = Dancer 00 = Separator ******************** 07 = All Dark 01 = Generic weapons 91 = Dancer 00 = Separator 00 00 00 = Terminator To get it working, just repoint it somewhere and do each ring as a unique instance... like: 7E = Nini's Grace 00 = Specific Item 91 = Dancer 00 = Separator So it would be: Just point it in free space and change it in the Nightmare module. And you have: Nini's Grace: Fila's Might: Thor's Ire: Set's Litany: You just need to text edit them. Quote Link to comment Share on other sites More sharing options...
Belf Posted August 16, 2012 Author Share Posted August 16, 2012 no the next slot like 8fff810 or whatever the animation goes until it hits a seperator you can use more than 4 slots I see what you're saying now. I just need to make sure that each are separated by 5 0's then. Thanks for that. Quote Link to comment Share on other sites More sharing options...
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