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Posts posted by LMDHad0uken
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Edit: Nevermind i c Xander being possibly the only horseback character so he's fine to be included
I understand Lyn/Hector/Eli/Roy being included but are Xander/Ryoma that popular? One thing that would make it interesting is having different fighting styles. Ryoma would prob have a unique one but Xander would prob get thrown in w other cavalier/paladins can't really see his fighting style being different. A problem w DBZ is the similar combo routes, and w smash is the Marth clones.
Also I thought Lucina was the most popular character of FEAwakening but maybe im wrong i don't keep up w popularity polls -
@Sire sounds good
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Name: Had0uken
place me wherever. i was in the previous project originally as a DragonRider (lancewielder). personality similar to Glen/Haar -
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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
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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.
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9 minutes ago, rainlash said:
Grab the new status.xml from the github. https://github.com/rainlash/lex-talionis/blob/master/Data/status.xml
I changed the way Metamagic works so you'll need the new metamagic statuses
Worked thx!
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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 -
1 hour ago, rainlash said:
I think you must still be using the old difficulty_modes.xml file. Grab the current one from the repo instead and replace it. I added a new color attribute to each mode so you can define the color in the main menu. Here: https://github.com/rainlash/lex-talionis/blob/master/Data/difficulty_modes.xml
Yes. That should already be in. Each class (in class_info.xml) has a <promotion> tag. Look at any tier 2 class for an example. Just set the one for Great Knight differently then the one for General. However, if you wanted two tier 1 classes to promote into the same tier 2 class with different promotion gains, that is not possible. Negative stats on promotion should also work, but again, not based on what class the unit originally came from.
So Sacred Stones style class tree is possible, but I'm not sure FE Fates style is possible. Maybe you could create an identical tier 2 class with the same stats, long_name, etc. but just change their id and promotion gains, and have one for each tier 1 class that it could come from, but I've never tried.
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
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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 -
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
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2 hours ago, rainlash said:
It's not currently possible. Each class tier can have a different max level, but within the same tier, each class's max level must be the same. If you didn't care about experience points from combat, you could try starting the class on a higher tier. Like have your bard class be Tier 4 or something, and give Tier 4 a max level of 40. This unfortunately means you won't get any experience from combat though, since the engine will think your higher level than you really are. I've never tried this though, so it may break something else.
If you really want this capability, I can add it in the next update. Give each class a separate max level component.
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.
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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
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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.
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6 hours ago, rainlash said:
Sorry but it doesn't currently run on either Android or Chrome OS. You can download the executable and run it on Windows, and it also runs on Mac and most Linux distros if you have Python and Pygame as described on the Github page.
So I can't diagnose the exact problem from what you've given me here. But I can tell you where to look. The likely problem is that you're missing a start or end bracket in your Data/preload_levels.xml file. I would look, as it says, around line 302. But the missing bracket could be anywhere and the error is just being propagated to the end. If you really can't find it, you can send me the text of your preload_level.xml file and I can take a look.
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?
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On 10/12/2018 at 10:24 AM, rainlash said:
Oh yeah. In The Lion Throne, unlike normal Fire Emblem GBA, I let anyone walk through the thicket -- it just uses up a lot of their movement points. You can quickly fix that by editing /Data/mcost.txt
There should be a row for each terrain type, and a column for each type of unit (Light Foot, Armor, Cavalry, etc.). Just change the numbers in the "Thicket" line to match your tastes. The "-" means that units of that type can't move through that terrain type.
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 -
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2 hours ago, rainlash said:
This should be enough to go by anyway. Thanks.
So what happened here is you included a UNICODE quotation mark (https://www.fileformat.info/info/unicode/char/2019/index.htm) in the unit description of the character you added. If you go to Sprites/Fonts, you can see where I've defined the Info font (Info.idx). You can only use those regular ASCII characters unless you add your own. Maybe you can try replacing the unicode quotation mark with one from your keyboard -- or leave out the quotation marks altogether. I've never tried using Unicode characters within the engine, so sorry I'm not more help.
That fixed the issue. Thanks!
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this occured when trying to look at a new character stats that i added
Main Crash 'charmap' codec can't encode character u'\u2019' in position 0: character maps to <undefined>
Traceback (most recent call last):
File "main.py", line 117, in <module>
File "main.py", line 45, in main
File "main.py", line 63, in run
File "Code\StateMachine.py", line 191, in update
begin_output = self.state[-1].begin(gameStateObj, metaDataObj)
File "Code\InfoMenu.py", line 33, in begin
self.helpMenu = HelpGraph(self.states[self.currentState], self.unit, metaDataObj, gameStateObj)
File "Code\InfoMenu.py", line 628, in __init__
self.populate_equipment(metaDataObj)
File "Code\InfoMenu.py", line 776, in populate_equipment
self.populate_info_menu_default(metaDataObj)
File "Code\InfoMenu.py", line 888, in populate_info_menu_default
self.help_boxes["Unit Desc"] = Help_Box("Unit Desc", (24, 84 + GC.TILEHEIGHT//2), create_help_box(self.unit.desc))
File "Code\InfoMenu.py", line 937, in create_help_box
description_length = font.size(description)[0]
File "Code\bmpfont.py", line 183, in size
print("%s is not chartable"%(c))
File "encodings\cp437.py", line 12, in encode
UnicodeEncodeError: 'charmap' codec can't encode character u'\u2019' in position 0: character maps to <undefined>
=== === === === === ===not sure how to add debug log it wont let me
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Running through a playthrough of the new version:
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O i got it, I just redownloaded the patch.
Thanks for helping!
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Hi!
I want to play this hack but it doesnt seem to work when patching on FE7. is this a non US version? Ive patched other hacks onto FE7 and they worked fine.
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Welcome to the Forest, FELORDZ!
Have a nice day and enjoy your stay!
Thnks!
Welcome aboard dude. That would be awesome of you did that and I play Smash 4 so we can play anytime you are down. I cant wait for fates. Its so close that I can taste it. Lets all have fun.
Thanks! I do not play a lot of Smash 4 these days but sounds like fun, I'll let you know if it comes to my mind.
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Welcome to the community, FELORDZ.
I hear quite a bit of praise concerning FE7x. I should probably check it out sometime.
Thanks!
It is a pretty good fan game, great story and gameplay. It took me a while to beat the previous demo that they had (I was lazy about beating it lol) but after I was glad I did. I'm excited to play the new demo that they just released along with Fates, so at least I'll be busy playing them this month 0_0
Fire emblem fighting game concept
in Questions
Posted
Ah ok thx for clarifying. I see Robin isnt as popular as i thought lol