This is fucked, Okay. So I’m gonna try and be as descriptive as i can here.
Redahli’s sword animation works totally fine, (mode 1, 3 and dodges) when i tested her animation on a separate test rom.
Redahli’s dark magic animation works totally fine, (mode 5,6 and dodges) on a separate test rom.
However, when I try to incorporate both animations in one rom. Some really stupid shit happens.
Redahli’s sword animation will only play on mode 5. Even though its a physical weapon and even though the sheets literally show the critical frames are there. Mode 1 and 3 literally just get ignored and the game thinks the swords are magic, i guess.
Her normal attack can only be played if the frames are scripted on mode 5, but the problem with that is I keep breaking the frame limit and get OAM overflow errors.
Same pretty much goes with mode 6. When both the animations are together, mode 3 is completely ignored in favor of mode 6. And that doesn’t spit out anything from the animation creator because there’s pierce frames and apparently mode 6 doesn’t like pierce frames.
here’s my script for sword redahli,
/// - Mode 1
C03 -
C07 -
8 p- standing.png
/// - Attack Frames
S0127
4 p-a1.png
3 p-a2.png
3 p-a4.png
4 p-a4a.png
4 p-a5a.png
3 p-a6a.png
4 p-a7.png
S0127
3 p-a8.png
3 p-a7.png
3 p-a4.png
3 p-a4a.png
3 p-a5a.png
4 p-a6a.png
2 p-a7.png
C3C
2 p-a8.png
1 p-a10a.png
C3C
2 p-a10.png
C14
15 p-a12f.png
2p-a12a.png
2p-a12b.png
2p-a12c.png
2p-a12d.png
2p-a12e.png
C22
2p-a13.png
2p-a14.png
2p-a15.png
2p-a16.png
C04
C1A
C1F
/// - Frames after hitting but before stopping to wait for HP depletion
8p-a16.png
C01
/// - RETURN TO BASE
10p-a16.png
1p-aretract3.png
2p-aretract2.png
2p-a17.png
2p-aretract1.png
2p-a17.png
2p-aretract3.png
2p-aretract2.png
12p-aretract4.png
2p-aretract5.png
2p-a20.png
C3C
3p-a21.png
3p-a22.png
3p-a23.png
3p-a10a.png
S0127
C14
4p-a4a.png
4 p-a5a.png
4 p-a6a.png
4 p-a7.png
S0127
2 p-a8.png
2p-a9a.png
2 p-a8.png
2 p-a7.png
2 p-a6.png
3p-a4a.png
3 p-a5a.png
3 p-a6.png
3p- a7.png
10 p- standing.png
C06
C0D
/// - Mode 3
C03 -
C07 -
3 p- standing.png
/// - Critical Frames
C3C
3p- c1.png
2p- c2A.png
10p- c2.png
3p- c3.png
C15
3p- c4.png
3p- c5.png
3p- c6.png
3p- c7.png
3p- c8.png
3p- c9.png
3p- c10.png
S00FD
3p- c11.png
3p- c12.png
3p- c13.png
3p- c14.png
3p- c15.png
3p- c16.png
3p- c17.png
3p- c18.png
3p- c19.png
3p- c20.png
3p- c21.png
3p- c22.png
C14
35p- c23.png
3p- c24.png
3p- c25.png
3p- c26.png
3p- c27.png
C15
S0100
3p- c28.png
3p- c29.png
3p- c30.png
3p- c29.png
3p- c31.png
3p- c32.png
3p- c33.png
3p- c34.png
3p- c35.png
3p- c29.png
3p- c30.png
3p- c36.png
C15
S0100
3p- c30.png
3p- c29.png
3p- c28.png
3p- c37.png
3p- c38.png
3p- c39.png
3p- c28.png
3p- c29.png
3p- c30.png
3p- c36.png
C14
5p- c40.png
S0100
1p- c36.png
1p- c30.png
1p- c29.png
2p- c41.png
60p- c41a.png
1p- c41b.png
///1p- c41c.png
///1p- c41d.png
1p- c41e.png
1p- c41f.png
C14
C04
C08
C1F
/// - Frames after hitting but before stopping to wait for HP depletion
2p- c42.png
C01
/// - RETURN TO BASE
2p- c42a.png
S00F1
2p- c42b.png
2p- c42c.png
2p- c42d.png
2p- c42e.png
2p- c42f.png
20p- c42h.png
2p- c43.png
2p- c44.png
2p- c45.png
C3C
3p- c46.png
3p- c47.png
2p- a22.png
2p- a23.png
2p- a24.png
3p-a10a.png
S0127
C14
4p-a4a.png
4 p-a5a.png
4 p-a6a.png
4 p-a7.png
S0127
2 p-a8.png
2p-a9a.png
2 p-a8.png
2 p-a7.png
2 p-a6.png
3p-a4a.png
3 p-a5a.png
3 p-a6.png
3p- a7.png
10 p- standing.png
C06
C0D
/// MODE 5
C03 -
C07 -
8 p- standing.png
/// - Attack Frames
C04
C1A
C1F
/// - Frames after hitting but before stopping to wait for HP depletion
C01
/// - RETURN TO BASE
C06
C0D
/// MODE 6
C03 -
C07 -
5 p- standing.PNG
C05
4 p- standing.PNG
C01
4 p- standing.PNG
C06
3 p- standing.png
C0D
/// 7
C02
2 p- standing.PNG
C0E
1 p- d1.png
1 p- d2.png
S00F1
2p- d3.png
3 p- d4.png
3 p- d5.png
3 p- d6.png
3 p- d7.png
3 p- d8.png
3 p- d9.png
3 p- d10.png
C01
C06
5p- d11.png
5p- d12.png
5p- d11.png
10p- d13.png
2 p- standing.PNG
C0D
C02
2 p- standing.PNG
C0E
1 p- d1.png
1 p- d2.png
S00F1
2p- d3.png
3 p- d4.png
3 p- d5.png
3 p- d6.png
3 p- d7.png
3 p- d8.png
3 p- d9.png
3 p- d10.png
C01
C06
5p- d11.png
5p- d12.png
5p- d11.png
10p- d13.png
2 p- standing.PNG
C0D
~~~ ///- Mode 9
3 p- standing.png
C01 -
~~~ ///- Mode 10
3 p- standing.png
C01 -
~~~ ///- Mode 11
3 p- standing.png
C01 -
~~~ ///- Mode 12
C03 -
C07 -
3 p- standing.png
/// - Attack-That-Will-Miss Frames
C04
/// - Frames after hitting but before stopping to wait for HP depletion
C01
/// - RETURN TO BASE
3 p- standing.png
C06
C0D
so yeah, in a separate ROM its fine.
and this if its relevant

and yeah, as you can see

the frames from mode 3 are right there… but the game just sticks to the standing frame for physical attack. and the magic animation plays fine.
please help… :\ i will pay someone at this point ide i am panicking hardcore