[SOLVED] Inserting a custom animation?

Okay, I’ll walk you through the Nightmare part real quick:

1. Whenever you expand the battle animation table, you need to edit Animation List.txt

To do this you’ll be using the Custom Battle Animation Editor.nmm file, which contains four dropdowns. The first of which determines the weapon type, the second of which determines custom animation vs. for a weapon type, the third is that index you inserted to in FEditor. The default list, however, stops at 0xA2, so you’ll have to open Animation List.txt, go down to the bottom of the file and add your new index (in your class it would be 0xA3 and 0xA4 for the disarmed animation right after the attack). At the top is a number of items to display in the dropdown. Add to it with however many new indexes you wrote in. I wrote my Halberdier animations to CE and CF:

Between each list of animations is a selection of four 00’s. That’s the All Swords/Separator.

2. Linking the animation list to a class

Open up your class editor, and towards the bottom you’ll see the battle animation pointer. The dropdown on the Custom Battle Animations module gives you the pointer to use.

And this will be useful if you need help inserting map sprites.

~ Happy hacking!