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    Blazing Sword

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  1. Sorry for the double post, but I'm unable to edit my previous post. One minor correction to the above. The actual way to get boss_crit is "boss_crit=1" not "boss_crit;1". I just had event scripts on my mind, I guess.
  2. Thanks for the bug report. This has been fixed in v0.9.1. Like you say, battle music was added in v0.9.0. You can add it by clicking the Phase Music button on the Properties menu of the Level Editor. It will open up into this menu: If you prefer not to use the Level Editor, you can set it in the overview.txt like so: player_phase_music;Helms Deep enemy_phase_music;In the Midst player_battle_music;Fire Treasure enemy_battle_music;Dragon Boy If you leave Player Battle Music blank, no Battle Music should play. Boss crit kills can be turned on with "boss_crit;1" in the Data/constants.ini file. Just add that line if there is not already a boss_crit line The gameStateObj keeps track of all the units in the game in a list: "gameStateObj.allunits". To check if the number of living enemy units on the level map is greater than 5 in an event script, you could do: if;len([unit for unit in gameStateObj.allunits if unit.team == 'enemy' and unit.position]) > 5 To add it to an objective, try putting this in your Objective Display: display_name;Kill Enemies,{len([u for u in gameStateObj.allunits if u.team == 'enemy' and unit.position])} left. LuckyStart answered this one exactly the way I would do it. This is expected behaviour in the Lex Talionis Engine. You **must** manually close or turn off the house/village/unlockable/searchable event tile in the event script associated with it to prevent it from being used more than once. Otherwise, the event is still there and can still be accessed. You can remove all event tile properties from a tile with the "set_tile_info;{position_of_tile}" command. Look here: https://gitlab.com/rainlash/lex-talionis/wikis/A3.-Event-Commands#map-and-tile-change-commands under Change Event Tiles. There are many examples of this being done in the Lion Throne Data files. Thanks! This is definitely a bug. I changed the Leveling system in 0.9.0, so its expected that corner case bugs like this will pop up. I'll get it fixed for 0.9.1. I'll probably build and release 0.9.1 in a bit, once I finish my final testing. It's all small changes, so there shouldn't be much to update from the user's point of view.
  3. A couple of people have run into bugs using the newest version of the Engine. Specifically if they had a unit defined in the units.xml without any items in their inventory, or if they wanted to use the preloaded_levels.xml to load up their levels for testing. Thanks for all the bug reports! There's a new version of both the Engine and the Level Editor in the usual place that has many of these bugs fixed. Try downloading it if you run into any trouble. I forgot to mention in the last message that there is a new effect in the Data/Effects/Anima/ directory that is used to display the turnwheel's animation ("TurnwheelFlash"). You'll need the effect in order to run the animation. Also, the format of Saves/progress_log.xml has changed with version The old format should work, but you may run into weird issues... As a sidenote, if you run either of the executables from a command prompt, even if the executables crash, their error messages will still be displayed. So I recommend running the executables this way while you are developing.
  4. As prophesied, Version 0.9.0 is out now. The Turnwheel Update So yeah this update took forever. It required a massive overhaul of the Engine. Any possible action the player can take during a turn had to be rewritten to make sure it could be reversed on command. And because of this, I had to do a lot of testing for this update. As I am only one person, and so much of the Engine changed, there are probably still some new and improved bugs lurking about. Please report any that you find so I can fix them. Turnwheel Info In The Lion Throne, I have set it up so that each level completed will grant the player one additional turnwheel use. You can learn how to add the turnwheel to your own game here: https://gitlab.com/rainlash/lex-talionis/wikis/100.-Miscellaneous-Stuff#managing-the-turnwheel Supports The Engine now has support for supports. You can set up your supports to work like the GBA games where supports are gained in combat, or like Path of Radiance, where you choose who to support with whom in base. You can learn how to add supports to your own game here: https://gitlab.com/rainlash/lex-talionis/wikis/27.-Supports Other Lex Talionis engine feature additions: Like usual with big update changes, you will not be able to use old saves with this version of the Engine. Other important notes for those using this Engine: Other bug/minor fixes: Next Update:
  5. It's not possible on the user's end currently to extend the amount of gender variations for combat animations. I figured 5 for each gender would be enough... But if anyone really wants that, I guess it's possible to extend it, although more than 5 variations per gender sounds like a lot, so its not high on my priority list. Now, implementing more map sprite variations per class is something I've put on my to do list. It won't come out with v0.9.0 (since I've officially stopped adding features to that version -- just bug fixing now), but maybe soon after in v0.9.1. It'll probably be set up the same way as the combat animations, with 0-4 replacing male gender ("M"), and 5-9 replacing female gender ("F").
  6. I've fixed this in version 0.9.0 of the engine, which will be released SOON(tm). In the Quality-of-Life update I accidentally goofed up the Xbox controller input handling. Sorry, but the manakete animations are the last animation type that the fe_repo_to_lex converter does not know how to convert. I haven't made head or tail of how the manakete animations are set-up in the GBA games, so converting their animation files is difficult. I never made one. No skirmisher in The Lion Throne has a ranged lance option :) No sorry. As far as I can tell, spell animations are kind of hard-coded in the GBA games. I haven't gotten to work on deciphering them. For my spell animations, I just ripped the frames manually and coded up the scripts myself. I believe that the reason that these classes break when using the converter, is because the spell loop that these animations use (like when the mage's cape flaps in the wind during a spell animation) is hard-coded under a command code. If you replace the command code with the loop command like I have in my Mage and Sage animations, it should work.
  7. No, its not possible to use a particular combat animation when wielding a certain weapon. But I can add it to the todo list for 0.9.0. It'd be really easy to implement. Also not possible to have a finishing blow on a boss automatically become a critical without modifying the code, but it would also be an easy change to the Engine, so I'll add it to the list. Do you know what sound files I don't have for the units' criticals? I know I'm missing the sound files used for the Sacred Stones monsters, but I thought I had all the sounds for FE7. Also, if you know the command code of the sound I'm missing that would be helpful too. Battle music is available in 0.9.0, so not currently available. If you want these new features, I can give you the latest build of 0.9.0, since I know you know your way around the Engine! I'm still bug-testing it, so you may run into issues, but if you're still up for trying it, P.M. me and I'll give you a link to the build.
  8. There is no suspend button available while in a tutorial section (which is the prologue chapter and the first part of Chapter 1). This is unfortunately necessary to prevent weird sequence breaks in the tutorial. If you want to end the tutorial early so you can suspend, you can turn off "Display Hints" in the options menu.
  9. Yep! You don't have to ask for my permission to use the engine for whatever. The engine is free to use for anyone. You just have to credit me if you use it.
  10. Yeah, the Github account was flagged for some reason, which hides it from public view. Who knew it'd be so easy to get a free private Github repo... Anyway, I've moved the repo and the tutorial over to Gitlab instead. The new public link to the repo is here: https://gitlab.com/rainlash/lex-talionis You can read the tutorial here: https://gitlab.com/rainlash/lex-talionis/wikis/home
  11. Version (0.8.9) of the Engine is out now. You can find it in the usual place. This is a small bug-fix update, so if everything is going well on your end, there is no pressing need to upgrade. I've played through BBHood217's The Raymond Chronicles, a complete game made using the Lex Talionis Engine. It's very impressive, and I'm proud someone else was able to use the Engine to create their own work! Check it out if you get the chance. What's New: Outstanding Bugs: Coming Soon™ Also, if anyone has a list of the conversions from Fire Emblem battle animation commands codes (like C5C) to actual sound along with the ripped sounds themselves for the FE8 exclusive sounds, please PM me. I'm missing all the combat sounds for FE8 and would like to rectify this. Thanks!
  12. That's awesome! I definitely want to try your game when you feel its polished and ready. I have a new version (0.8.8) of the Engine built and in the usual place. What's New: The prep screen bug and warlock Hex aura bug above are actually the same bug. This version should fix the bug. Units now automatically end their turn correctly when they Escape or Seize (no canto), so it should get rid of the weird effect of having a unit selected while in the "free" state. You can now play sounds during cutscenes using the "sound" command. For instance: "sound;Legendary Weapon" will play the Legendary Weapon sound on command once. It will not loop. The Engine looks for the sounds in the "Audio/sfx/" folder. I've added support for Fire weather to the Engine. The Level Editor has not been updated to support this, so you'll have to modify the "overview.txt" file manually. If there is no "weather" line in the "overview.txt" for the level, add a line like this one: "weather;Fire". Otherwise, modify the "weather" line. These manual changes will probably be overwritten if you then open the level editor for the level, so do this last. I've made it so all stats cannot go negative. The AI looks in a certain range around it for available attacks which is based off a summation of both weapon range and movement range. The -99 movement was overpowering the +1 or +2 look from weapon range. I just decided to make it so that all stats cannot go below 0. Hopefully this doesn't screw anything up. The trigger bugs still haven't been fixed. I am still in the process of testing the newest major release, since there are a lot of new features that have significantly changed the Engine innards.
  13. There is a "choice" command in the Engine -- added recently I think, so make sure you've got a version like 0.8.4+. You could do something like: u;Renae;Left s;Renae;If you give me 10000 gold, I'll join your quest! if;gameStateObj.game_constants['money'] >= 10000 choice;recruit_renae;Give Renae 10000 gold?;Yes,No if;gameStateObj.game_constants['recruit_renae'] == 'Yes' # Renae joins your team convert;Renae;player inc_game_constant;money;-10000 s;Renae;This is the beginning of a very lucrative relationship! else s;Renae;Hmmph! Your loss! end else s;Renae;What! You don't have 10000 gold? Then, goodbye! end r;Renae I confirmed that this works in my current debug version of the Engine. Try it out on your end.
  14. Try this? if;not any(unit.team == 'player' and unit.position for unit in gameStateObj.allunits) It'll check if there are any player units with a position, which seems to be what you want.
  15. Sorry about that. There's something screwy with using move triggers in the main branch. I think I've fixed it in my next major update branch. Unfortunately, it required a major overhaul of the trigger code, which intersects with other changes I've made, so I can't easily add back the changes to the main branch. In the meantime, as you've done, you can use the "move_unit" command, which should work just fine, though it is a bit clumsy in comparison to triggers. I didn't have triggers when I created The Lion Throne, so its definitely possible to just use "add_unit" and "move_unit" for everything if triggers fail.
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