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rainlash

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    Out wandering with gods

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  • Favorite Fire Emblem Game
    Blazing Sword

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  1. Don't worry, you have all the characters through Chapter 6! You have 11 characters at that point and I wanted you to be able to choose which side should have 6 characters and which should have 5 characters. So I gave both sides 6 deployment slots so you could choose.
  2. Sorry about that. You have a slightly older version of the engine, which still had that bug. You can download the latest version of the engine and move your Saves folder over and everything should work.
  3. Yeah, or just direct message me them!
  4. That sounds weird. I don't believe this issue has been reported before. If you go to your the_lion_throne/saves/ directory there should be a file named debug.log.1. (If you didn't start playing the game again). There's a debug.log.1 through debug.log.5. It saves the 5 most recent times you played the game. You can send me those and I should be able to tell from those what is causing the game to crash.
  5. Hello all. Since I've gotten a lot of messages recently, I've decided to set up a discord server for anyone who's interested in working with the Lex Talionis Engine and/or is playing the Lion Throne or any of the other games made with the engine. If you have questions and don't want to wait for me to reply (since I only normally check this place once a day), you can throw a message on the discord server. Or you have comments or you want to share your work? That's cool too! https://discord.gg/nNBCUM7 Anyways, What does your the_lion_throne/Saves/ directory look like? That's a really weird bug; I don't blame you for not wanting to replay chapters over and over again. You need pyinstaller. pip install pyinstaller should do it for you. You might? also need the ogg vorbis audio_dlls in order for the game to play audio -- I ran into a bug once when I didn't include them in the build. You can grab them from the engine executable that I distribute normally. They are "libogg.dll", "libvorbis.dll" and "libvorbisfile.dll".
  6. Neat! I gave them a test myself and they work great! I've added them to the repo under their original names (Elfire & Luna). Hopefully it didn't take up too much of your time and was rather straightforward how the spell animations work...
  7. That's not really in the plans -- I don't have a Linux machine, although I guess it wouldn't be hard to spin up a virtual Linux box. I figure basically everyone who uses Linux in this day and age can navigate git, python, and pip, which is really all you need to run both the engine and the editor. If you're a Linux boi, you'll probably want to mess around with the bare code anyway! Plus, I'm not sure if a build of Linux on one distro would transfer correctly to other distros. No, I don't think it's possible to have the weather particle effects be above the scenic map scenes, unfortunately. You can use the `add_weather` command to ... add weather, but it only works on the main map, and backgrounds will be drawn above it. I'm not quite sure what you mean by this... There is a "Fire" weather type copied from FE6, but I don't think this is what you mean. In other news, Hibari Oozora, you might be happy to know that there's a new build of the engine with support for vertical choice menus, thanks to TheeBill, who took the initiative and coded them up for me. You can find the information on how to use them on the wiki. See here:
  8. You right. Thanks! It should be fixed now. AFAIK, it actually existed only on the git repo and not in the most recent build. I just forgot to push my changes that I made for the build to the git repo.
  9. It's definitely possible to put them into LT as is. Animations can have transform in and transform out poses, and you can access them by adding the "transform" component to an item (like let's say a Dragonstone). That should be all you need to make Manaketes work the way one would expect from the GBA games. Converting transforming animations from the repo using the animconversion utility is hit or miss -- Some of the animations seem to convert fine, but others just don't. YMMV. Right now, you can only make range based on a number or MAG/2. For instance: <item name="Physic"> <id>Physic</id> <spritetype>Staff</spritetype> <spriteid>3</spriteid> <components>spell,heal,uses,beneficial,map_hit_color,wexp,exp</components> <weapontype>Staff</weapontype> <uses>15</uses> <RNG>1-MAG/2</RNG> <value>250</value> <desc>Restores (User's Magic + 10) HP</desc> <heal>10</heal> <LVL>B</LVL> <targets>Ally</targets> <map_hit_color>96,144,232</map_hit_color> <wexp>3</wexp> <exp>22</exp> </item> It's kind of janky. I'm exploring other ways of doing this for the future. That is a little wild, but no. Not possible right now. Activated Items use the same routine as selecting a unit for rescuing, trading, etc, and not the spell routine, so you're out of luck. If you wanted to mess with the code, it would be possible to change that -- like force the activated_item to enter the spell routine instead of the select routine if the item is a spell, but for now, not possible.
  10. Nope! Adding spell animations is HARD WORK. 🙂 I didn't see these edits? until just now. Uh, no not possible to reorder choices vertically in the base engine. So you gotta make sure your choices are small. I guess try and keep to yes vs no? The check should be: if;gameStateObj.game_constants['LanselotIntroduction'] == 'Forgive Me' s;Lanselot;Yay! end The choice the player makes is saved as the value associated with the key 'LanselotIntroduction' in game constants.
  11. I'm not super well-versed in unicode..., since I just learned about it to enable the non-ASCII characters in the engine. My guess is that the bug is likely caused by your input not actually being valid unicode "utf-8". From my understanding, unicode is a multi-byte codec, which means each unicode character (or byte) is actually followed by another marking character (byte) (except the basic ASCII characters). Your error says "invalid continuation byte", which leads me to think that it is not being correctly followed by the right character. "0xed" in unicode should be í , right? There are other subcodecs, like ""latin-1" that have "0xed" also meaning í , but without the continuation byte. Maybe your file is actually in that format? Try changing the format of your text file? Otherwise, you can send me the script that the engine was reading when it crashed, and I can take a look. Yeah, there's no other turn change script. I figured any user could just move it to the start of the player phase, like you've thought of.
  12. Yes. I only grabbed the letters that were available from the Sacred Stones world map. So the letters in "Renais", "Frelia", "Grado", "Carcino", etc. Obviously, a lot of letters are never used; If you want to add the rest, feel free and thanks!
  13. These were helpful. I ended up drawing a bunch of my own custom bitmap characters to go along with these, which I'm releasing with the latest build, v0.9.3.20. Unicode should also now work both in event scripts and in-game. Although it's not super well-tested, so use it sparingly. UTF-8 should work everywhere, but there's no guarantee. Obviously only the letters I bothered to draw will work, of course -- not every UTF-8 character. Here are the one's I drew. Other fixes include two new unit tags: "IgnoreBonusStats" and "IgnoreBonusGrowths", which prevent a unit from receiving difficulty bonuses. And there should be some recent bug fixes as well. Tell me if there are any more!
  14. Yes, this is correct. Thanks for helping out, ZessDynamite! Basically, you've put two combat states on the stack, but the engine can only have one combat instance at a time. So you overwrite the first combat instance (the natural, normal one) with a new combat instance (the event one), which is fine. But then, when that one ends, the state stack wants to go back to the previous combat state, but the old combat instance has been overwritten in the meantime, and so crash. The way I implemented scripted combats in the Lion Throne was kind of janky in retrospect (I only used it for the prologue), but here goes. If you don't use the Level Editor (because the Level Editor will likely overwrite this change), you can modify the UnitLevel.txt file for the associated level directly. Here's an example of the first enemies' definitions in the Lion Throne # First enemy enemy;0;E1;Fighter;f1;eIron Axe;0,0;Pursue;Soldier;Maximum HP -5 # Second enemies enemy;0;E2;Soldier;f1;eSlim Lance;0,0;Pursue;Soldier You can see that their weapons have an "e" prepended? That means "event", and it will force all combatants in combat with them (and themselves as well) while their using that item, to Hit if at all possible. Boss fight convos are always done in the normal map instead of the battle screen. This is because conversations were added to the engine way before full combat animations, and I never bothered to go back in and modify when to do boss fight convos. I may consider adding it to the to-do list, but I don't honestly don't think it makes much of a difference... I also want this. It's on the todo list, but would be made faster if someone could get me all the bitmaps for each of the new characters (both uppercase and lowercase, and for as many font types as possible). I'm not a good GBA hacker, so I don't know where I would look for the base font bitmaps. Once I have the bitmaps, its trivial to support UTF-8 for conversations and units, items, statuses, etc.
  15. Thanks for the bug report. I've fixed it in the git repo. When I have more changes, or just in a couple of weeks, I'll go through the whole build process. Yes, it does. You can check out, for instance, the "Level0/attackScript.txt" that comes with the Lion Throne. Simply put, you can add "s;Jane;I am level {eval: self.unit.level}." to display the unit's current level. Just wrap the python command you want to evaluate in a "{eval: my_python_command}" syntax.
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