Error Parsing Line

Hello I am trying to load the script for the necromancer animation by Shin19 in FEditor and when I try to save it to a file, it tells me:
FEditorAdvance.ClassAnimationCreator.loadFromScript_helper:
SyntaxException
Error parsing line 1!
Can anyone tell me what is with line 1 so I can fix the problem? Thank you.
Here is the script:
/// - Mode 1 #Melee Animation
C07 #Start attack animation; should be preceeded by 0x03
C03 #Start attack animation; should be followed by 0x07
1 p- Magic_000.png
8 p- Magic_001.png
10 p- Magic_002.png
C25 #Play wing flap SFE
4 p- Magic_003.png
3 p- Magic_004.png
3 p- Magic_005.png
4 p- Magic_006.png
4 p- Magic_007.png
4 p- Magic_008.png
6 p- Magic_009.png
30 p- Magic_010.png
3 p- Magic_011.png
C2E #Show sage’s normal magic rune drawing animation
C49 #Play sage’s magic firing SFE
C25 #Play wing flap SFE
2 p- Magic_012.png
2 p- Magic_013.png
3 p- Magic_014.png
4 p- Magic_015.png
6 p- Magic_016.png
4 p- Magic_017.png
4 p- Magic_018.png
4 p- Magic_019.png
4 p- Magic_020.png
6 p- Magic_021.png
40 p- Magic_022.png
2 p- Magic_023.png
C05 #Call spell associated with equipped weapon
4 p- Magic_024.png
L #LOOPSTART {
3 p- Magic_025.png
C17
2 p- Magic_026.png
2 p- Magic_027.png
2 p- Magic_028.png
2 p- Magic_029.png
C01 #LOOPEND } NOP
2 p- Magic_030.png
6 p- Magic_031.png
6 p- Magic_032.png
4 p- Magic_033.png
4 p- Magic_034.png
4 p- Magic_035.png
4 p- Magic_036.png
4 p- Magic_037.png
4 p- Magic_038.png
4 p- Magic_039.png
4 p- Magic_040.png
C06 #Begin opponent’s turn after hit.next code 0D.
4 p- Magic_041.png
1 p- Magic_000.png
C0D #End of dodge animation. preceeded by 0x06

/// - Mode 3                            #Melee Critical Animation
C07                                     #Start attack animation; should be preceeded by 0x03
C03                                     #Start attack animation; should be followed by 0x07
1 p- Magic_000.png
6 p- Magic_042.png
6 p- Magic_043.png
6 p- Magic_044.png
3 p- Magic_045.png
3 p- Magic_046.png
3 p- Magic_047.png
3 p- Magic_048.png
3 p- Magic_049.png
3 p- Magic_050.png
4 p- Magic_051.png
6 p- Magic_052.png
3 p- Magic_053.png
3 p- Magic_050.png
3 p- Magic_054.png
3 p- Magic_052.png
3 p- Magic_053.png
3 p- Magic_050.png
3 p- Magic_054.png
3 p- Magic_052.png
6 p- Magic_055.png
6 p- Magic_042.png
8 p- Magic_001.png
10 p- Magic_002.png
C25                                     #Play wing flap SFE
4 p- Magic_003.png
3 p- Magic_004.png
3 p- Magic_005.png
4 p- Magic_006.png
4 p- Magic_007.png
4 p- Magic_008.png
6 p- Magic_009.png
30 p- Magic_010.png
3 p- Magic_011.png
C2F                                     #Show sage's critical magic rune drawing animation
C25                                     #Play wing flap SFE
2 p- Magic_012.png
2 p- Magic_013.png
3 p- Magic_014.png
4 p- Magic_015.png
6 p- Magic_016.png
4 p- Magic_017.png
4 p- Magic_018.png
4 p- Magic_019.png
4 p- Magic_020.png
6 p- Magic_021.png
40 p- Magic_022.png
2 p- Magic_023.png
C05                                     #Call spell associated with equipped weapon
4 p- Magic_024.png
L                                       #LOOPSTART {
3 p- Magic_025.png
C17
2 p- Magic_026.png
2 p- Magic_027.png
2 p- Magic_028.png
2 p- Magic_029.png
C01                                     #LOOPEND }  NOP
2 p- Magic_030.png
6 p- Magic_031.png
6 p- Magic_032.png
4 p- Magic_033.png
4 p- Magic_034.png
4 p- Magic_035.png
4 p- Magic_036.png
4 p- Magic_037.png
4 p- Magic_038.png
4 p- Magic_039.png
4 p- Magic_040.png
C06                                     #Begin opponent's turn after hit.next code 0D.
4 p- Magic_041.png
1 p- Magic_000.png
C0D                                     #End of dodge animation. preceeded by 0x06

/// - Mode 5 #Ranged Animation
C07 #Start attack animation; should be preceeded by 0x03
C03 #Start attack animation; should be followed by 0x07
1 p- Magic_000.png
8 p- Magic_001.png
10 p- Magic_002.png
C25 #Play wing flap SFE
4 p- Magic_003.png
3 p- Magic_004.png
3 p- Magic_005.png
4 p- Magic_006.png
4 p- Magic_007.png
4 p- Magic_008.png
6 p- Magic_009.png
30 p- Magic_010.png
3 p- Magic_011.png
C2E #Show sage’s normal magic rune drawing animation
C49 #Play sage’s magic firing SFE
C25 #Play wing flap SFE
2 p- Magic_012.png
2 p- Magic_013.png
3 p- Magic_014.png
4 p- Magic_015.png
6 p- Magic_016.png
4 p- Magic_017.png
4 p- Magic_018.png
4 p- Magic_019.png
4 p- Magic_020.png
6 p- Magic_021.png
40 p- Magic_022.png
2 p- Magic_023.png
C05 #Call spell associated with equipped weapon
4 p- Magic_024.png
L #LOOPSTART {
3 p- Magic_025.png
C17
2 p- Magic_026.png
2 p- Magic_027.png
2 p- Magic_028.png
2 p- Magic_029.png
C01 #LOOPEND } NOP
2 p- Magic_030.png
6 p- Magic_031.png
6 p- Magic_032.png
4 p- Magic_033.png
4 p- Magic_034.png
4 p- Magic_035.png
4 p- Magic_036.png
4 p- Magic_037.png
4 p- Magic_038.png
4 p- Magic_039.png
4 p- Magic_040.png
C06 #Begin opponent’s turn after hit.next code 0D.
4 p- Magic_041.png
1 p- Magic_000.png
C0D #End of dodge animation. preceeded by 0x06

/// - Mode 6                            #Ranged Critical Animation
C07                                     #Start attack animation; should be preceeded by 0x03
C03                                     #Start attack animation; should be followed by 0x07
1 p- Magic_000.png
6 p- Magic_042.png
6 p- Magic_043.png
6 p- Magic_044.png
3 p- Magic_045.png
3 p- Magic_046.png
3 p- Magic_047.png
3 p- Magic_048.png
3 p- Magic_049.png
3 p- Magic_050.png
4 p- Magic_051.png
6 p- Magic_052.png
3 p- Magic_053.png
3 p- Magic_050.png
3 p- Magic_054.png
3 p- Magic_052.png
3 p- Magic_053.png
3 p- Magic_050.png
3 p- Magic_054.png
3 p- Magic_052.png
6 p- Magic_055.png
6 p- Magic_042.png
8 p- Magic_001.png
10 p- Magic_002.png
C25                                     #Play wing flap SFE
4 p- Magic_003.png
3 p- Magic_004.png
3 p- Magic_005.png
4 p- Magic_006.png
4 p- Magic_007.png
4 p- Magic_008.png
6 p- Magic_009.png
30 p- Magic_010.png
3 p- Magic_011.png
C2F                                     #Show sage's critical magic rune drawing animation
C25                                     #Play wing flap SFE
2 p- Magic_012.png
2 p- Magic_013.png
3 p- Magic_014.png
4 p- Magic_015.png
6 p- Magic_016.png
4 p- Magic_017.png
4 p- Magic_018.png
4 p- Magic_019.png
4 p- Magic_020.png
6 p- Magic_021.png
40 p- Magic_022.png
2 p- Magic_023.png
C05                                     #Call spell associated with equipped weapon
4 p- Magic_024.png
L                                       #LOOPSTART {
3 p- Magic_025.png
C17
2 p- Magic_026.png
2 p- Magic_027.png
2 p- Magic_028.png
2 p- Magic_029.png
C01                                     #LOOPEND }  NOP
2 p- Magic_030.png
6 p- Magic_031.png
6 p- Magic_032.png
4 p- Magic_033.png
4 p- Magic_034.png
4 p- Magic_035.png
4 p- Magic_036.png
4 p- Magic_037.png
4 p- Magic_038.png
4 p- Magic_039.png
4 p- Magic_040.png
C06                                     #Begin opponent's turn after hit.next code 0D.
4 p- Magic_041.png
1 p- Magic_000.png
C0D                                     #End of dodge animation. preceeded by 0x06

/// - Mode 7 #Dodge Melee Attack
C02 #Start of dodge
1 p- Magic_000.png
C0E #Start of dodging frames (should go after standing frame and before dodging animation)
3 p- Magic_056.png
2 p- Magic_057.png
3 p- Magic_058.png
3 p- Magic_059.png
3 p- Magic_060.png
4 p- Magic_061.png
1 p- Magic_062.png
C01 #NOP
4 p- Magic_038.png
4 p- Magic_039.png
4 p- Magic_040.png
4 p- Magic_041.png
1 p- Magic_000.png
C0D #End of dodge animation. preceeded by 0x06

/// - Mode 8                            #Dodge Ranged Attack
C02                                     #Start of dodge
1 p- Magic_000.png
C0E                                     #Start of dodging frames (should go after standing frame and before dodging animation)
3 p- Magic_056.png
2 p- Magic_057.png
3 p- Magic_058.png
3 p- Magic_059.png
3 p- Magic_060.png
4 p- Magic_061.png
1 p- Magic_062.png
C01                                     #NOP
4 p- Magic_038.png
4 p- Magic_039.png
4 p- Magic_040.png
4 p- Magic_041.png
1 p- Magic_000.png
C0D                                     #End of dodge animation. preceeded by 0x06

/// - Mode 9 #Equiped with Melee Weapon
1 p- Magic_000.png
C01 #NOP

/// - Mode 10                           #standing motions?
1 p- Magic_000.png
C01                                     #NOP

/// - Mode 11 #Equiped with Ranged weapon
1 p- Magic_000.png
C01 #NOP

/// - Mode 12                           #Attack Missed Animation
C07                                     #Start attack animation; should be preceeded by 0x03
C03                                     #Start attack animation; should be followed by 0x07
1 p- Magic_000.png
8 p- Magic_001.png
10 p- Magic_002.png
C25                                     #Play wing flap SFE
4 p- Magic_003.png
3 p- Magic_004.png
3 p- Magic_005.png
4 p- Magic_006.png
4 p- Magic_007.png
4 p- Magic_008.png
6 p- Magic_009.png
30 p- Magic_010.png
3 p- Magic_011.png
C2E                                     #Show sage's normal magic rune drawing animation
C49                                     #Play sage's magic firing SFE
C25                                     #Play wing flap SFE
2 p- Magic_012.png
2 p- Magic_013.png
3 p- Magic_014.png
4 p- Magic_015.png
6 p- Magic_016.png
4 p- Magic_017.png
4 p- Magic_018.png
4 p- Magic_019.png
4 p- Magic_020.png
6 p- Magic_021.png
40 p- Magic_022.png
2 p- Magic_023.png
C05                                     #Call spell associated with equipped weapon
4 p- Magic_024.png
L                                       #LOOPSTART {
3 p- Magic_025.png
C17
2 p- Magic_026.png
2 p- Magic_027.png
2 p- Magic_028.png
2 p- Magic_029.png
C01                                     #LOOPEND }  NOP
2 p- Magic_030.png
6 p- Magic_031.png
6 p- Magic_032.png
4 p- Magic_033.png
4 p- Magic_034.png
4 p- Magic_035.png
4 p- Magic_036.png
4 p- Magic_037.png
4 p- Magic_038.png
4 p- Magic_039.png
4 p- Magic_040.png
C06                                     #Begin opponent's turn after hit.next code 0D.
4 p- Magic_041.png
1 p- Magic_000.png
C0D                                     #End of dodge animation. preceeded by 0x06

/// - End of animation

1 Like

The #comments, Feditor does not accept comments in their text, you need to use the .bin or the extentionless file that should come with it

why are you using FEditor

FEBuilder has pretty much entirely obsoleted FEditor as a program. It can do everything FEditor can, but better. Does working with the animation through Builder fix any of your problems?