I will give someone diamonds at this point[I'm guessing solved]

all the scripts I’ve written don’t
you might as well try it, whats the worst that can happen

No dice, still doesn’t work lol

wait are using the ranged critical? because that 's Mode 6 which looks like it’s using the regular attacking frames.

Edit: yes, you are. Fix mode 6 because that’s what the game is using >_>

Oh woops
thanks hahaha

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

Try applying Hextator’s magic and melee.jfp patch. That’s the solution Cam and jj came up with here to the problem I think you’re running into.

1 Like

IS THAT A BOUNCY JESTER GUY OMG i want it

the link to his dropbox is broken :frowning:
@Blademaster or @jjl2357 or @CT075 do you have the patcher on you guys?

Try this link. Pretty sure this is the patcher.

1 Like

U LEJ

thank youuuuu!

nevermind, things just got worse.

waaay worse.

that patch made a bunch of stuff go nuts. How do i even explain this. uh

the animation hangs here when bram is attacked on enemy phase

after the archer pulls the bow string, the ‘arrow fire’ animation doesn’t play. if malcolm gets hit, or dies then his death quote doesn’t play or anything. he just disappears.

this one is really weird… this is a scripted fight that happens at the beginning of chapter 6. the warrior’s handaxe animation gets called out of no where and the game hangs.

this is also a scripted fight. but in this one, baylor attacks first. but the game just hangs here until the animation ends.

the myrmidon is using his ranged stuff to attack with a physical weapon. He does this even on imported animations. So even like, the female shaman.

All of my animations and imports were fine pre-patch.
so… yeah. help

Backups?

that’s not the problem. My problem is not getting this to work right. I have plans for a ton of hybrid classes. Bloodlines and all my animation plans for the future are pretty fucked without this working right.

edit- if the problem ends up being something heavy on the effort scale to fix i’m willing to dish out coin. unless i’m doing something really stupid on my end. which is probably what’s going on panic mode activated m9 QQ

Take a clean rom, add in all your animations, add in the melee/magic fix patch, and then test all the animations out as they would work in the final product. This will first at least let you know if that solution works and is causing some kind of bug only when combined with your other edits.

Also compare your ROM before and after you added the patch to see if anything important of yours by chance got overwritten.

1 Like

if you can’t get it resolved here, you can pm me and ill try to help you out.

1 Like

thanks fellas, i’m at work right now but i’ll test it tomorrow

eh I am not exactly sure what you are trying to do so i ask a bunch of questions right quick and comments related.

Is this script for a magic class or a physical class? This is important because in fe7, modes 1 and 3 are actually used for magic classes for fortify.(I am not exactly sure which one, I just know once I added them, fortify animations worked)

For ranged animations like magic swords, it uses modes 5 and 6 as well. basically what I am getting at is if you are trying to include both sword and dark spell animations (at least I think you are trying to do that), shit is going to break and you need to have the animation separate. What you could do is just make one of the animations tied to a custom weapon like the sol katti.

the whole point of hectator’s melee/magic patch is to fix that

i’m not quite sure what you’re getting at? where does fortify come in? but yeah i have two separate animation scripts for one character. but your solution is the problem i’m in right now.

the patch should have settled it if that’s the issue. You can try reapplying the patch. If you patch a patched, ROM, it’ll undo the patch