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El Grillo

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  1. I tried adding in the missing letters, but was unable to find the exact font that the FE8 world map uses, so I used the font Tex Gyre Chorus instead. Feel free to use this if you'd like.
  2. Ah thanks rainlash, I see now that evaluate_evals is only called for dialogue lines that start with s;. I'll have to do a deeper investigation to see if I can get it working with the new dialogue method I've created. That said, I'm pleased enough with my first attempt at adding a feature over the past few days, event-driven growth changes: With this I'm confident that I can leave the rest of the code alone and do everything that I have in mind for my levels with just the editor and the scripting files. I have to say again that this is a really nifty project that you've built from scratch.
  3. I've played some more levels and I think I'd like to try making a map with this engine. My ambitions quickly grew in scope and I started looking at the engine code. While much of it is beyond my current understanding, I do feel confident in making a few small changes to support some features I'd like to include. I added another event listener to unit level-ups (which required passing gameStateObj to apply_levelup in Actions.py in order to call gameStateObj.message.append in UnitObject.py), which seems to be working without having broken anything. Testing this in the debug level produced satisfactory results. My question is, in the scripting file, does the engine support parsing variables into the in-game output? For example, here's the current script I'm using: if;self.unit.name == 'Jane' u;Jane;Right if;self.unit.level == 2 s;Jane;I'm level 2 now! elif;self.unit.level == 3 s;Jane;I'm level 3 now! else s;Jane;I gained another level! end r;Jane wait;500 end Does the engine support anything like %s formatting? s;Jane;I'm level %s now! % (self.unit.level) It would be neat to be able to have a character refer to their equipped weapon's name, for example, without needing a huge if-else section.
  4. This looks like a really neat project! I stumbled upon this thread yesterday and it's really great how much work you've put, and are continuing to put into this. I'm just starting with the GitLab tutorial, and I wanted to let you know that for a Git cloned installation, PIL is missing as a dependency for the Level Editor. On one hand, most people using the Git installation method can probably figure it out from the error dialog, but it would probably help some beginners who are trying it out and unable to make it past the first page of Getting Started. EDIT: I'm currently on CH.3 and enjoying the game so far. I had a question about Aura skills, is the effective range marked in purple when hovered over? If so, what are the rules for how many tiles an Aura will effect? It doesn't seem to be either 3 tiles in all directions, or the equivalent of a 3-tile move (or else I'd expect the tiles N-E-E and W-S-S of the selected Shaman to be affected).
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