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Kyogokudo

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    France

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  • Favorite Fire Emblem Game
    Radiant Dawn

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  1. Thanks ! Oh I understand now. Thing is, I do have a reason to call victory_screen outside the outroScript. For the chapters I mentionned there are interactions between units, but calling interact_unit just ends the outroScript so I have to call it in turnChange or escape. Guess I'll do without the victory screen for now.
  2. Hey there ! Got a couple more issues/questions, I hope you don't mind. The victory screen displays odd results when the map objective isn't either kill boss or rout. I've had it displaying 20 turns for a survive 14 turns map (I call the win_game and victory screen methods in turnChangeScript) and for escape objectives it just defaults to no MVP and 0 turns. Looking at older posts, you said adding a screenshot feature was easy and that you only needed to map it to a key. Could you add it ? The loot village AI acts weirdly when there's destructible tiles other than villages (such as snags). I guess that the IA is coded to go for anything that is destructible but it somehow just stands near a snag and doesn't even destroy it. Is there any way I could change it so it would only go for destructible villages ?
  3. Opening the minimap in a map with snags in it crashes the game with this error: Error! Unrecognized Minimap Key Snag === === === === === === Damn. Another bug :( Quick! Copy this error log and send it to rainlash! Or send the file "Saves/debug.log.1" to rainlash! Thank you! === === === === === === *** Lex Talionis Engine Version 0.9.3.16 *** Main Crash argument 1 must be pygame.Surface, not None Created save point at last turn change! Select Continue in Main Menu to load! === === === === === === Quickly looked at Minimap.py, snags aren't handled in the handle_key function. I have no idea how all of this works though so I can't fix it at the moment.
  4. It works now, thanks ! I never defined the promotion music in the constants so that must be why. Sorry for the confusion, but yes that's what I was asking for. Yes they do appear on the Info Screen, only as a number though. Still that sounds way too difficult for me, especially dealing with states. x) Take your time, I'll look into it too.
  5. Hey there ! I've been using your engine for over a year now and I love it. It's really intuitive and flexible. Promoting an unit while in the base changes the background and music used. The background is the one used for the preparations screen and the music is the first one in the introScript. I didn't notice any messages/errors in the console or debug logs. Here's the video : https://www.youtube.com/watch?v=gxmBXQVNIlA Can you lock a promotion to a specific item/event while keeping the auto promote option (like Ike) ? This one is a bit tricky and completly optionnal. Would it be possible to add the BEXP system from the Tellius games ? There is already a function for giving exp to an unit (used for exp potions) so I wonder what else would be needed. Setting the amount of bexp earned can probably be done with game constants. Again this is more for theorycrafting than anything, I'm just curious. x) I don't mind looking into the code to do these things as I've already added a bunch of small things (like a paragon skill or leadership stars). I'm far from being knowledgeable about this and especially pygame though.
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