Error Parsing Line

#1

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
#2

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

#3

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?