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MHRob

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  1. MHRob

    FEXP

    This worked fine for me. Use it as a template of sorts. 1 => # '\f[2|Character Name]\s[2]text text text text|' + 'some more text',
  2. MHRob

    FEXP

    For your first question, go to the script section (F11) and either look for the script with the name "Title" or just do a ctrl+shift+f and search for "ary.push('Test Map 2')" without the " mark. You can add/edit titles there. It's also the very same script where you can add new chapters in, use ctrl+f and use "# Actual Map" without the " mark as a keyword to find it. For your second question, try using ' at the end of a sentence after inserting | and follow it up with a + sign, then go to a second line and start it up with a '. Something like this for an example: 'Text text text text.|' + 'more text text text.', I'll admit I'm assuming it works a bit similar to how descriptions work, since I haven't personally messed around with death quotes as of yet, but feel free to try it, I can't imagine it being too different in function.
  3. No trouble at all. I'm glad to be able to help a fellow FEXP user out. I only hope the info I gave you helped you out in some way.
  4. Alright, since I don't want to take most of the learning experience from you, I went and did the basic axe animation for you. Here's the updated demo link for you. http://www.mediafire.com/download/uxixcg2yqgdo03e/FEXP+Axe+Ver..rar It's not complete, it's missing the crit animation stuff, but it's mostly to show you how to go about doing it. I've created 4 new animations for the basic axe attack at close range(Non-hand axe). It's in the animations tab numbers 1433 through 1436. I've already gone and added them into the animation values so go to test map 1, second option and see the animation for yourself. Try to look at the animation values for the basic axe attack so you can understand how it works. The throwing spear is no different for the throwing axe so just pay close attention to how the throwing spear was done to re-create a throwing axe (hand axe). Mess around with that for a while and try to get a feel for how it works, then try to do the hand axe one yourself. Once you get that down, try adding the missing crit animations for the basic axe attack and test it out. The problem you had before was that the animations you had for the axe were off and not properly assigned in the animation values script, which is why the general kept going invisible, since there was nothing telling the engine that he had attacked and gone back to his post so that the enemy can counter attack. Like my last post, it is very important to have the animation values assigned correctly, such as starting attack animation value, a hit animation value for when the unit is "frozen" as the script mentions it which basically means standing/idle in this case and lastly when the unit returns to his/her post after attacking. These must all have animations of their own and must be assigned by you in the animation values script. Let me know if the dl doesn't work and I'll try to fix it, though I tried it and it worked fine. This stuff is mostly trial and error, so just keep at it until you get it. If you still need help, let me know and I'll try my best to help out.
  5. Those values are a bit off, by that I mean some of the code used in it. Take the generals lance animation values as an example, and use that as a reference and replace the lance values with axe values to or instead of replacing, just copy this and replace them with axe values instead. # Lance *Replace with hand Axe* if weapon.weapon_type[0] == 2 *Turn that 2 into whatever the hand axe value is* if (distance >= 2 and weapon.thrown?) if crit return 1460 *replace any return value numbers with the axe ones* else return 1439 end # Lance *Replace with the regular axe animation, the one where you are standing right in front of the enemy* else if hit if crit return [1425, 1426] *same as above, change the values to match that of the axe animation values* else return [1421, 1422] end else return [1421, 1428] end end end There are 3 different sections in the animation values that will require your attention as well. Use ctrl+f to find them easier. First section would require the above code in order to work correctly. Use what's in the " as a ctrl+f keyword to find it. "# Returns the animation number of the given class as it starts to attack". Second section is " # Returns the animation number of the given class when frozen after attacking" which basically means what animation value should the engine use when the character hits the enemy, or is stuck on a loop if using magic. Third section is "# Returns the animation number of the given class as it returns after attack" which basically needs an animation value that shows the character returning to position after it finishes it's attack. So you'll basically need your hand axe animation, your regular axe animation, your hitting animations for both hand axe and regular animations, and your returning animations for those attacks. Another good reference to use for both hand axe and regular axe animations is the pirate unit. As it has both of these properties as well in the fexp engine and a good way to show you how to approach the animations. I hope that helped a bit. I would offer more help/info but i'm a bit pressed for time at the moment. Let me know if you understand anything I mentioned in this post or not. I will try to help out a bit more when I get the chance.
  6. Alright, checked out your project and found the problem. 1. While you have the general axe animation in the correct graphics folder along with the battler image setup correctly, you actually do not have any of his axe animations available in the animations tab of the database (FEXP engine, F9, Animations Tab). I only see the General spear animations, but none have been done for his axe animations and any other general animation (I saw you have the battler image with a general wielding a sword as well). You will need to actually do the animations yourself, concerning his axe animations. 2. Even if you did have any general axe animations completed in the animations tab, you would still need to assign them properly in the script section, under "Animation Values". This is what you use to basically tell the engine what to do whenever any unit attacks with whatever weapon they have equipped, such as start up attack animations, hit animation, loops when using magic, end animation, etc. This script is very important when it comes to assigning animations properly after having created the animations themselves in the engine database. Once you solve those two problems, your animations will work. By then, it will become a matter of proper placement on the field in the animations themselves. By that I mean, it would be odd to see a general using an axe from what would look like to be seven spaces away from the enemy when you're supposed to be right in front of the enemy, etc. etc. Animating stuff can be a pain, I'll admit, but it's also a good learning experience. I hope this helps you out. Anymore questions, I'll try to answer them to the best of my ability. Good luck with your project!
  7. Double check how text files are loaded onto fexp by checking out the ones in the test maps. Double check that the directory names and what not match. I personally prefer doing the text in-game via eventing, never really encountered much problems doing so. I suggest you try it if you are unable to find a solution to your current problem. It may or may not work better for you.
  8. Did you change the name, the class, etc? How about the in-game unit, in the event's settings. Make sure everything matches, not just in the database, but on the unit in the map as well. If you still need help, post some screenshots to see what may or may not be causing the problem.
  9. Assuming you haven't already figured it out by now or no one has Pm'ed you about it, I may be able to help.. Maybe. Try doing this. In your project, go to the script section (F11). Look for a script titled "System Config" and assuming you haven't added any new lines in this script, look for line 129. Look at the number on that line, after the" val =". Try changing it to 2. You can change line 130's val to 2 as well, if you want. Try testing the game after saving. This seems to work for me, as all it really does is just zoom the screen to look bigger. I really don't know any other way to go about changing the screen's appearance while also making the game match the screen size.
  10. Hello, I have some questions regarding the cipher tcg codes you get from certain decks/booster boxes. I was wondering if the 3 units (Marth, Lucina and Minerva) are the only ones available or if there are more? Also, can each serial code be entered in multiple game carts/different 3ds and/or saves? I was wondering if it's a one time use only or if it can be used multiple times. Could I use a code (ex:Marth) and allow a friend to use the same code to get marth as well or would it not allow it? I apologize if this has been answered already, but I could not find any info about this. Thanks in advance.
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