El personaje se buguea en la animación de combate / The character is bugged in the combat animation

/////////////////////////SPANISH :es:
Tengo un problema grave que no he podido resolver por favor, si alguien me ayuda lo antes posible se lo agradecería un monton de verdad, no entiendo ningun tutorial al Inglés y no hay tutoriales en Español que resuelvan mi problema.

Lo que pasa es que en el FEBuilder, Sacred Stones, cambié el personaje de Seth por uno personalizado y además le cambié los objetos y la clase por ‘‘Asesino’’, al principio no me daba error, en media cinemática aparecía como Asesino atacando normal, pero cuando quité la emulación, 30 minutos después lo volví a emular y en las escenas de combate, dejó de hacer la animación de ataque directo, osea, ‘‘Seth’’, que ahora no es Seth, ahora tan solo alza la espada como si estuviera usando un ataque indirecto pero no se muestra ningun ataque ni baja de vida del enemigo, pero cuando termina la escena de combate, el enemigo resulta muerto, pierde todos sus HP por alguna extraña razón.

En las imágenes adjuntas se ve lo que sucede.

//////////////////////ENGLISH :us:

I have a serious problem that I have not been able to solve, please, if someone helps me as soon as possible I would really appreciate it, I do not understand any tutorial in English and there are no tutorials in Spanish that solve my problem.

What happened is that in the FEBuilder, Sacred Stones, I changed Seth’s character for a personalized one and I also changed the objects and class to ‘‘Assassin’’, at first it didn’t give me an error, in the middle of the cinematic he appeared as an Assassin attacking normal, but when I removed the emulation, 30 minutes later I emulated it again and in the combat scenes, it stopped doing the direct attack animation, that is, ‘‘Seth’’, who is not Seth now, now he just raises his head. sword as if he were using an indirect attack but no attack or loss of life of the enemy is shown, but when the combat scene ends, the enemy is dead, he loses all his HP for some strange reason.

In the attached images you can see what happens.

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Lo siento, la página no me deja enviar imágenes, si quieren ver las imágenes por favor envíenme un mensaje a mi Discord: xZackx#9931

Sorry, the page doesn’t let me send images, if you want to see the images please send me a message on my Discord: xZackx#9931

Did you use a different emulator or chnage anything else between tests?

The emulator is VisualBoyAdvance-M, and if I changed something, I already solved it, I had to translate the application to understand the error hahaha, apparently I enabled my character to be able to use magic and swords at the same time, which caused a failure in the reproduction of animations within FEBuilder and that is why it did not show me the combat animation, I already removed the Magic.

The thing is that I used Gamesharks to modify that and it has never given me any type of error, but apparently FEBuilder does not support making those mixtures of animations.

I see, happy to hear it worked, there’s a thing called skill system patch, it allows units to use both physical and magic weapons, as well as adding skills to the game. I don’t speak spanish, but I could try and explain anything in portugues you might have a question about, I’m kinda rusty on Febuilder though.

Have you tried using Youtube’s auto translator for the substitles? It isn’t perfect, but it might help a bit more.

Don’t you happen to know what patch I need to install so that FEBuilder can mix melee animations with magic?

If you play any Fire Emblem, and modify the characters’ Skills with Gameshark or Codebreaker codes, you will see that the character makes an indirect sword attack, that is, the same animation that he does when using the sword of light or the sword of darkness, which is 1 - 2 range, and then the magic effect appears impacting the enemy.

That’s a pretty easy mix that shouldn’t influence the game code, so I don’t know why FEBuilder doesn’t support it.

The way I understand it is that the animation only plays for swords, as long as the game considers the weapon a sword, thenthe animation will play fine. What you can do is to add a animation for when your units uses a magic tome.

I’m bad at explaining things, will search for a tutorial.

You can explain to me whatever you want in Portuguese, that’s what Google Translate is for.

And I don’t watch tutorials on YouTube because they last 32 fucking minutes on average, and even 1 or 2 hours, and I’m not going to waste my time reading the translation of all those videos to find a solution.

I better leave it as it is, I’m too lazy to look for a sword animation that casts all the spells in the game, plus I think it’s the FEBuilder that’s poorly done, literally if you modify those codes in the GBA Emulator with the game on, It will play the indirect sword animation throwing fire, thunder, light, darkness, whatever you want.

You just need one animation, like how mages have a single animation for casting a spell, only the spell itself is different.

Also, in this tutorial, around the 21 minutes and 13 seconds they explain how to import animations and choose the weapon type of it: https://youtu.be/MP37ibHbUSY?si=H2v0F1bSWI2f2mA1

Ok, thanks, I’ll see it.

Good luck hope it helps.