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LMDHad0uken

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    19
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About LMDHad0uken

  • Rank
    Mercenary
  • Birthday 10/28/1992

Profile Information

  • Gender
    Male
  • Location
    Fremont, CA

Previous Fields

  • Favorite Fire Emblem Game
    Blazing Sword

Member Badge

  • Members
    Ephraim
  • Staff
    Tibarn

Allegiance

  • I fight for...
    Tellius

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  1. I could fill in as a dragon rider. Name: Hadouken yall can decide on the rest of the details for the character. my fav wyv/dragon riders are Glen & Haar so personality could be based on them
  2. In a new level that I made I can't seem to open a chest. I tried looking in the guide but no success for me.
  3. Level editor wont run with 0.8.3 Traceback (most recent call last): File "LevelEditor.py", line 15, in <module> File "c:\users\patrick\appdata\local\temp\pip-build-0o75dq\pyinstaller\PyInstaller\loader\pyimod03_importers.py", line 389, in load_module File "EditorCode\Terrain.py", line 10, in <module> from DataImport import Data File "c:\users\patrick\appdata\local\temp\pip-build-0o75dq\pyinstaller\PyInstaller\loader\pyimod03_importers.py", line 389, in load_module File "EditorCode\DataImport.py", line 295, in <module> Data = GlobalData() File "EditorCode\DataImport.py", line 241, in __init__ self.load_data() File "EditorCode\DataImport.py", line 266, in load_data skills = [StatusObject.statusparser(skill.find('id').text) for skill in GC.STATUSDATA.getroot().findall('status')] File "../Code\StatusObject.py", line 686, in statusparser my_components['active'] = getattr(ActiveSkill, s_id)(name, charge) AttributeError: 'module' object has no attribute 'Metamagic' Failed to execute script LevelEditor
  4. the error was fixed with the new xml file. Ill try to create the 2 identical tier 2 classes so i get the promotion gains like FE fates. I'll report my progress later *EDIT* Confirmed to work! Awesome
  5. cant make a new save or load game with version 0.8.3 DEBUG: Engine: Frame took too long! 5507 ms INFO: Engine: Music: Fade in INFO: Engine: Music: New Song DEBUG: StateMachine: Temp State: ['transition_in'] DEBUG: main: Current states ['start_start', 'transition_in'] DEBUG: StateMachine: Temp State: ['pop'] DEBUG: main: Current states ['start_start'] DEBUG: Engine: Music: Actual Fade in! DEBUG: StateMachine: Temp State: ['start_option', 'transition_out'] DEBUG: main: Current states ['start_start', 'start_option', 'transition_out'] DEBUG: StateMachine: Temp State: ['pop'] DEBUG: main: Current states ['start_start', 'start_option'] DEBUG: StateMachine: Temp State: ['transition_in'] DEBUG: main: Current states ['start_start', 'start_option', 'transition_in'] DEBUG: StateMachine: Temp State: ['pop'] DEBUG: main: Current states ['start_start', 'start_option'] DEBUG: StateMachine: Temp State: ['start_load'] ERROR: main: 'color' Traceback (most recent call last): File "main.py", line 117, in <module> File "main.py", line 45, in main File "main.py", line 66, in run File "Code\StateMachine.py", line 189, in update begin_output = self.state[-1].begin(gameStateObj, metaDataObj) File "Code\Transitions.py", line 318, in begin options, colors = get_save_title(gameStateObj.save_slots) File "Code\Transitions.py", line 86, in get_save_title colors = [get_color(save_slot.mode_id) for save_slot in save_slots] File "Code\Transitions.py", line 83, in get_color return mode['color'] KeyError: 'color' DEBUG: Engine: Created save point from ./Saves\L0T1.p
  6. For the promotion class tree is it possible to do separate promotion gain stats for each class like FE8 & FE Fates? Like I want to make a knight -> great knight Mov+3 like FE Fates but I also want the option of knight -> general only Mov+1 Is it also possible to do negative stats on promotion like removing movement? Troubadour -> Maid/Butler would be Mov-1
  7. That's ok I can just make up another class to fill the gaps. Although I do think it would make things easier on the users on end if there is an option for a class to have a separate max level component.
  8. In the Engine is it possible for a class to have a higher max level cap in the same tier or no? Example SageLv20, BardLv40 as Tier 2
  9. Is there a way to make a magic weapon triangle similar to FE10? Like I want to divide Anima magic into its own weapon triangle of Fire, Wind, Thunder but still keep the Anima, Light, Dark triangle.
  10. Ah I missed closing a bracket. that is always an issue haha thx Also is there a method in properties to set win condition to defeat all enemies? or how to properly implement this with interact script?
  11. Awesome thx. Also is there a method in properties to set win condition to defeat all enemies? or how to properly implement this with interact script? another issue i dont know what this error is for starting up the .exe Debug: 1 Version: v0.8.0 libpng warning: iCCP: known incorrect sRGB profile libpng warning: iCCP: known incorrect sRGB profile libpng warning: iCCP: known incorrect sRGB profile Traceback (most recent call last): File "main.py", line 29, in <module> File "c:\users\patrick\appdata\local\temp\pip-build-0o75dq\pyinstaller\PyInstaller\loader\pyimod03_importers.py", line 389, in load_module File "Code\GlobalConstants.py", line 92, in <module> PRELOADDATA = ET.parse(loc + 'Data/preload_levels.xml') File "<string>", line 62, in parse File "<string>", line 38, in parse cElementTree.ParseError: not well-formed (invalid token): line 302, column 16 Failed to execute script main
  12. Level Editor bug Anyone can walk through the thicket. Is there a way to quick fix the issue?
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