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rainlash

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Posts posted by rainlash

  1. 2 hours ago, Chaz said:

    I do not see a suspend button anywhere. The only way i know how to stop mid battle, is to close the program.

    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.

  2. 4 hours ago, Razzle Dazzle said:

    Is the GitHub down? I can't get to it and I wan't to read the tutorial for the Level Editor :unsure:

    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

  3. 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:

     

    Spoiler
    1. The fe_repo_to_lex.exe has been updated. It should now automatically convert nearly every animation you can find in the Animation Directory, except Dragonstone animations. I'm still working on those.
    2. Better sounds for unit movement. If you want movement sounds, re-download the Audio/sfx/ folder from the Dropbox.
    3. AI view range is now fully customizable. If you've taken a peak at Data/ai_presets.txt, you'd be familiar with the view range parameter. It can now be set to any integer to control exactly how far away you want an AI's secondary AI to look.
    4. The set_expression command now works slightly differently. You can find out more on the wiki. The old way of using it still works, but is now considered deprecated.
    5. Can now have more than 6 base conversations and not have the conversation selection menu go off the screen.
    6. Automatic charge (like for Metamagic) is no longer carried between levels.
    7. Help Boxes for skills outside of the Info Menu now display correctly
    8. Warning markers now only show up when a player character is selected.
    9. Weapons without a type should now work.

    Outstanding Bugs:

    Spoiler

    I still haven't figured out why casual mode sometimes has dead units not come back for the next chapter. If they die in Chapter 0, sometimes they skip Chapter 1 and only show up again in Chapter 2. If anyone has any leads or can reproduce this bug, please contact me.

    Coming Soon

    Spoiler

    I've been working on the major 0.9.0 update for a while because it required a complete restructuring of the Engine to support the big change in this update -- A working Turnwheel, which will allow the player to re-do their actions if they so desire. It should work exactly the Turnwheel from Echoes. I'm hoping to release this soon, perhaps in a couple of months. Other changes in the upcoming update include:

    1. Better support for having multiple parties, each with their own convoy and money.
    2. Support for submaps within chapters, so you can have different actual maps show up during the intro and outro scripts and move units around, engage in combat, etc on the maps.
    3. Fully customizable combat equations (if you want damage to be based off SKL instead of STR, well now's your chance)
    4. Supports
    5. Lots of other small changes -- I've been trying to add in every feature found in the Sacred Stones (so things like Hammerne staff, Berserk staff, Ballistas, MAG/2 Weapon range, etc.)

    In the far far future:

    1. Overworld (already halfway done)
    2. Fog of War
    3. Dialogue Editor
    4. Game Editor
    5. Unify Level, Dialogue, and Game Editor into one Campaign Editor

     

    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!

  4. 23 hours ago, Baby Bonnie Hood said:

    I'm rather excited, I'm only one chapter and an epilogue away from finishing my game.  That said, I found a few more things:

    - Slightly weird things happen if a unit using the Escape command is not removed from the map.
    - If during preps you pick characters different from the chapter start's initial group, hovering over their spots while changing formation will still show the old characters (even if the spot is empty).  This seems only cosmetic as the R info displays the correct character, and swapping units around corrects the displayed characters.
    - This is a little more severe.  I'm having problems with a player warlock's Hex aura during preparations:

    That's awesome! I definitely want to try your game when you feel its polished and ready.

    23 hours ago, Baby Bonnie Hood said:

    And lastly, I have another suggestion.  A new type of weather: Fire.  For those maps that take place in lava caves, and cutscenes where arsonists or dragons burn down the place.

    Edit: I tried to make a status that immobilized a unit (MOV -99) so that they won't have any movement range displayed.  It's supposed to go on HardGuarding enemy units, but apparently having -99 MOV also somehow makes those enemies not attack even if anyone's in their attack range.  I guess that's how Stun works.  It's not too big a deal, but I still want HardGuarding enemies to have 0 displayed MOV and that can only be done on enemy bosses but not specific generics.

    I have a new version (0.8.8) of the Engine built and in the usual place.

    What's New:

    1. The prep screen bug and warlock Hex aura bug above are actually the same bug. This version should fix the bug.
    2. 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.
    3. 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.
    4. 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.
    5. 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.

     

  5. 3 hours ago, hasek said:

    Hello again, hope everyone's had a nice holiday! I've been making progress bit by bit, just whenever I've got an hour or two. I've got a question about the engine's capabilities, if you've got the time 

    Would it be possible to implement a Farina/Rennac-style talk conversation, where a character can be recruited for a certain price? Maybe if I coded in a command prompt, that popped up if you had the right amount of gold or..? I think it would be cool to have a couple mercenary characters in my game, but I'm kind of at a loss as to how I would actually make that possible. 

    Thanks in advance! 

    There is a "choice" command in the Engine -- added recently I think, so make sure you've got a version like 0.8.4+.

    Spoiler

     

    choice;title;header;options

    title: The name of this choice. The option the player picks will be saved under this name in gameStateObj.game_constants.

    header: Text to display at the top of the dialog box.

    options: Comma-delimited list of options the player has to choose from.

    Example: choice;SaveEmmeryn;Try to save Emmeryn?;Yes,No,Smash

     

    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

    Recruit1.png.b4293aaa0880b9e6ffc493832998a087.png

    I confirmed that this works in my current debug version of the Engine. Try it out on your end.

  6. 7 hours ago, Baby Bonnie Hood said:

    I'm trying to use a general lose condition of "You lose if all your units are dead" (I'm not doing lords) using "get_total_party_members() <= 0".  It works just fine; until I shift focus to a different group of characters, then it stops working because I think it's still counting the previous group that isn't deployed.

    Is there a way to check only for player units that were deployed on the map without counting any undeployed units?  Like maybe "check_rout()" but for the player team?

    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.

  7. 7 hours ago, Baby Bonnie Hood said:

    The game kept complaining every time I tried to use a move trigger.

    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.

  8. 22 hours ago, Baby Bonnie Hood said:

    I found something while testing promotions.  Normally when selecting a feat, you can't put the cursor on feats you already have.  However when the feats menu comes up, the cursor always starts on Strength+2 even if you already have it.  If you don't move and select it, you get Strength+2 again... which is a waste because duplicate feats are not a thing and now you've wasted a feat and still only have one Strength+2.

    Also, promoting still uses combat animations even if they're completely off.  It's fine if the classes don't exist in the Animations folder (like Pegaknight -> Falcoknight), but the game crashes over existing classes not having the proper character names.  I really don't wanna do combat animations for now (I haven't touched any of the Lion Throne defaults for combat anims), so I just removed the entire Animations folder.  I'll finish the game first, then worry about the combat anims afterwards.

    17 hours ago, Baby Bonnie Hood said:

    I forgot a question: Is it possible to change the promotion music, or is it hardcoded to "To A Higher Place.ogg"?

    Edit: Couple more things I wanna add.  With the new HUD, status effects (Poisoned, Slowed, Provoked, etc.) don't display their names.

    Also and I guess this is kinda spoilers for the final boss, how is Ulver getting Rex Aegis?  I've looked at the data files and nothing seems to grant him that skill yet he had it anyway when I fought him.  Then again, this might've been changed since it was v0.8.0 when I last fought him.

    Thanks for the bug reports! 

    (1) I've fixed the feat menu bug.

    (2) Promotions don't care about the animation toggle and will attempt to use them whether or not combat animations are available. However, I've fixed the error you're describing from occurring. Now if the right combat animations are not available, it should still promote the unit, just without showing the promotion animation.

    (3) I've added a new optional parameter to the constants.ini file: music_promotion. So you can put something like "music_promotion=Greensleeves" if you like. If you don't fill this out, the music will not change.

    (4) I've fixed the status section of the InfoMenu -- it now displays the status's names like the class skills section.

    (5) I checked all the Data documents too and I didn't see it either. He has a lot of abilities, like +5 to all stats and status resistance/reflection, which ends up sort of accomplishing the same thing. Maybe you got it confused? But I could have forgotten having it in there at one time myself... *shrug*

    I've got a new build 0.8.7 with these changes up at the usual place.

    On 1/3/2019 at 11:31 AM, Street Hero said:

    not sure if it is just me or Eliza is weak as fuck

    :(. She normally turns out pretty decent for me; well, at least not the worst playable character in the game. I normally try and feed her the wagons in her join chapter.

  9. 11 hours ago, Baby Bonnie Hood said:

    I imagine that combat animations will be majorly time consuming, so I'm gonna completely ignore them for now.  My game when it's first done will probably have to be played with combat anims off at all times, but that's fine.  With all the classes and units set up, I can finally move on to making a story and levels around them.

    Now, I have a few more questions:

    - Is there a screenshot button?  I had to screen capture and paste into GIMP to get the above image.

    - I wanna change the chapter title image (the sun thing in The Lion Throne) back to what it was in FE7.  Replacing it is probably simple, but I have no clue where or how to find the FE7 image.  Does anyone have a rip of it or its hex address location and palette so I can find it myself with FEBuilderGBA?

    - Can I release my new Lion Throne map sprites?  They could be a valuable resource.

    Impressive!

    While custom combat animations are very time-consuming, implementing basic palette swaps of the default combat animations is not so hard.

    Unfortunately, no screenshot button; I normally just use alt-printscreen to grab the current window and then paste into Paint to save. It's definitely something I could add -- in fact, the Engine already has the functionality, I would just need to bind it to a key. So which key makes sense? And then decide where to put the screenshots? Maybe a Screenshot folder at the toplevel directory?

    Attached is my original chapter title image that I used to use from many years ago. It is the FE7 one.

    If you have new Lion Throne map sprites, I'd like to see them -- and with your permission I'd add them to the Engine repository.

    Chapter Transition Sigil.png

  10. 5 hours ago, Baby Bonnie Hood said:

    I kinda prefer the FE7-style menu screens that the main Lion Throne game uses, so I was a bit surprised when I made a new Debug level and while testing it the menu screens were FE8-styled instead.  How'd that happen?  And how do I get the FE7 style back?

    Thanks for the report. I've fixed the issues but there's no new build since they're so minor.

    The Lion Throne was an unholy hodgepodge of FE7 and FE8 style UI. In the latest couple of 0.8.x updates I tried to change everything to FE8 style. I felt it would look better to have everything be consistent and I preferred FE8's style over FE7's style.

    I imagine it's possible to switch most of the UI back to FE7's style without touching the codebase... You can find most of the UI menu templates in /Sprites/General/MenuBackgrounds/. Unfortunately, it would be quite the endeavour -- so I don't recommend it.

    Sorry about that -- If you have finalized a game using the Lex Talionis Engine and really want to use a different UI, I can help you out then.

  11. On 11/30/2018 at 3:30 AM, Baby Bonnie Hood said:

    I think the LevelEditor folder is supposed to go in the Lion Throne folder, as in you need the game itself too.

    Say, I noticed higher version numbers.  How do I update the game and/or editor?

    Just re-download the game. You can move your Saves from the old folder to the new one and then delete the old one. I update the download link periodically whenever there's enough minor changes. Same with the Level Editor, although it has not been updated since. I'll probably announce the next major update here when its ready, so you'll know when that drops. 

    If you're updating from 0.8.0 to 0.8.3 and are keeping your Data folder around (since maybe you made changes), there's two files in Data/ that have changed: status.xml and difficulty_modes.xml. You have to use the new version of these files as base if you don't want the engine to crash.

  12. 50 minutes ago, LMDHad0uken said:

    Level editor wont run with 0.8.3

    Traceback (most recent call last):
      File "LevelEditor.py", line 15, in <module>
      File "c:\users\patrick\appdata\local\temp\pip-build-0o75dq\pyinstaller\PyInstaller\loader\pyimod03_importers.py", line 389, in load_module
      File "EditorCode\Terrain.py", line 10, in <module>
        from DataImport import Data
      File "c:\users\patrick\appdata\local\temp\pip-build-0o75dq\pyinstaller\PyInstaller\loader\pyimod03_importers.py", line 389, in load_module
      File "EditorCode\DataImport.py", line 295, in <module>
        Data = GlobalData()
      File "EditorCode\DataImport.py", line 241, in __init__
        self.load_data()
      File "EditorCode\DataImport.py", line 266, in load_data
        skills = [StatusObject.statusparser(skill.find('id').text) for skill in GC.STATUSDATA.getroot().findall('status')]
      File "../Code\StatusObject.py", line 686, in statusparser
        my_components['active'] = getattr(ActiveSkill, s_id)(name, charge)
    AttributeError: 'module' object has no attribute 'Metamagic'
    Failed to execute script LevelEditor

    Grab the new status.xml from the github. https://github.com/rainlash/lex-talionis/blob/master/Data/status.xml

    I changed the way Metamagic works so you'll need the new metamagic statuses

  13. 2 hours ago, LMDHad0uken said:

    cant make a new save or load game with version 0.8.3

       DEBUG:              Engine: Frame took too long! 5507 ms
        INFO:              Engine: Music: Fade in
        INFO:              Engine: Music: New Song
       DEBUG:        StateMachine: Temp State: ['transition_in']
       DEBUG:                main: Current states ['start_start', 'transition_in']
       DEBUG:        StateMachine: Temp State: ['pop']
       DEBUG:                main: Current states ['start_start']
       DEBUG:              Engine: Music: Actual Fade in!
       DEBUG:        StateMachine: Temp State: ['start_option', 'transition_out']
       DEBUG:                main: Current states ['start_start', 'start_option', 'transition_out']
       DEBUG:        StateMachine: Temp State: ['pop']
       DEBUG:                main: Current states ['start_start', 'start_option']
       DEBUG:        StateMachine: Temp State: ['transition_in']
       DEBUG:                main: Current states ['start_start', 'start_option', 'transition_in']
       DEBUG:        StateMachine: Temp State: ['pop']
       DEBUG:                main: Current states ['start_start', 'start_option']
       DEBUG:        StateMachine: Temp State: ['start_load']
       ERROR:                main: 'color'
    Traceback (most recent call last):
      File "main.py", line 117, in <module>
      File "main.py", line 45, in main
      File "main.py", line 66, in run
      File "Code\StateMachine.py", line 189, in update
        begin_output = self.state[-1].begin(gameStateObj, metaDataObj)
      File "Code\Transitions.py", line 318, in begin
        options, colors = get_save_title(gameStateObj.save_slots)
      File "Code\Transitions.py", line 86, in get_save_title
        colors = [get_color(save_slot.mode_id) for save_slot in save_slots]
      File "Code\Transitions.py", line 83, in get_color
        return mode['color']
    KeyError: 'color'
       DEBUG:              Engine: Created save point from ./Saves\L0T1.p

    I think you must still be using the old difficulty_modes.xml file. Grab the current one from the repo instead and replace it. I added a new color attribute to each mode so you can define the color in the main menu. Here: https://github.com/rainlash/lex-talionis/blob/master/Data/difficulty_modes.xml

    3 hours ago, Baby Bonnie Hood said:

    So if I don't add a unit in one chapter, I can still add and load them just fine in the next one?

    And as for the cooldown, I should get more specific then since it's apparently a bug?  Anyway, it happened when Joel fell in battle in Chapter 2.  He didn't deploy in Chapter 3 despite being in the base menu and all the dialogue scenes, but returned just fine in Chapter 4.

    Yes. You can add and load them just fine in the next one. 

    Apparently a bug, since that shouldn't have happened. I'm looking into it.

    6 hours ago, LMDHad0uken said:

    For the promotion class tree is it possible to do separate promotion gain stats for each class like FE8 & FE Fates?

    Like I want to make a knight -> great knight Mov+3 like FE Fates but I also want the option of knight -> general only Mov+1

    Is it also possible to do negative stats on promotion like removing movement? Troubadour -> Maid/Butler would be Mov-1

    Yes. That should already be in. Each class (in class_info.xml) has a <promotion> tag. Look at any tier 2 class for an example. Just set the one for Great Knight differently then the one for General. However, if you wanted two tier 1 classes to promote into the same tier 2 class with different promotion gains, that is not possible. Negative stats on promotion should also work, but again, not based on what class the unit originally came from.

    So Sacred Stones style class tree is possible, but I'm not sure FE Fates style is possible. Maybe you could create an identical tier 2 class with the same stats, long_name, etc. but just change their id and promotion gains, and have one for each tier 1 class that it could come from, but I've never tried.

  14. 14 hours ago, Baby Bonnie Hood said:

    I'm trying to figure out something.  Say I wanted to play through a few chapters with this one group of characters, and then play through a few more chapters with another group of different characters.  And then in one chapter, I wanna either go back to the first group or bring both groups together.  It all comes down to that "load from last save" checkbox, so I guess my question is: How long are the stats of a playable character retained?  Can a character go unused for several chapters and still be loaded with all their previous stats afterwards?  Or does it only extend to the previous chapter played and everything is forgotten if they go unused for even one chapter?

    I also have a question about Casual mode.  I lost a character in one chapter and feared it was a bug when they didn't return in the next one despite still being in the base menu prior, but all was well when they came back just fine in the following chapter afterwards.  So I was wondering if that "death cooldown" was intentional, and whether there was a way to disable or maybe even extend it.  And speaking of disabling, I'm also wondering if it was possible to force difficulty modes (like Hard Classic only or Grandmaster Casual only).

    You can definitely play through a few chapters with one group of characters, and then play through a few more chapters with another group of characters. I should add a guide to the wiki on how to do this, since I've gotten this question more than once. But simply put, you can just add different units in on each level, and it will only load the units you ask it to, UNLESS you use the "load from last save" checkbox (and arrange_formation) or you allow the player to Pick Units.

    If you want to prevent the player from using a certain set of units, but still want the player to be able to Pick Units, it's a bit overly complex, but it should work. 1) At the beginning of the level, mark all units in the player's party that you don't want to use by killing them. Use the kill_unit;{unit's id} command. Make them dead. Pick Units does not allow the player to pick a dead unit. 2) Once the player is done Picking units, or done with the level, use resurrect_unit;{unit's id} to bring them back to life. 3) You'll also have to make sure that the game constant (Data/constants.ini) has a line convoy_on_death=0, so the units don't give the convoy their items while dead. It's sort of hacky but it works for now.

    Player units, and ONLY player units, are kept in your save files forever (Along with everything about them, stats, records, items, skills, etc.). So don't worry -- they won't be forgotten between levels.

    The "death cooldown", as you called it, is not intentional. I'll look into that. 

    If you want only one difficulty mode, you should be able to just remove the others from difficulty_modes.xml. If you want to hardset Classic/Casual per difficulty mode, you can do that too in the difficulty_modes.xml. Just switch the "?" to whatever number is appropriate.

     

  15. 3 hours ago, 3+2=Pie said:

    When making my own levels, I've encountered an issue with pick units and forced deployment:

    I'm glad you've been enjoying working with the engine! I actually ran into this issue before -- someone else who has been creating a game using the engine ran into this issue as well maybe a couple of months ago. I believe you are using an older version of the Engine. The issue is my fault -- I hadn't tested the pick units code thoroughly. The current version 0.8.3 (uploaded today) has that bug fixed (along with a host of others). 

    If you download the new version you can replace the Data/ directory that comes with the Engine with your current Data/ directory and be on your way. If you have any trouble, feel free to PM me.

    The same goes for anyone who's working with the Engine. Feel free to PM me here or on Discord -- my id is rainlash #2111.

  16. 10 hours ago, Crimson Red said:

    I felt like writing my thoughts out and figure someone might be curious for a little more insight on what to expect from the game, so here are some of my thoughts on its different elements:

    Thanks for the review and for persevering through these bugs!

    As you could probably tell, the story and the music weren't really my main thrusts -- but hopefully they at least carried the game along. I was trying to get the gameplay to be fun, engaging, and challenging, and I'm glad you found that to mostly be the case. Perhaps the reinforcements were too much, although my thought there was I wanted to make the player have to move quickly. I've found the challenge of Fire Emblem level design is trying to prevent the player from turtling -- reinforcements were my original method for doing so. But over the course of developing the game, I have removed a lot of the reinforcements -- it used to be every level had infinite reinforcements spawn in every turn after a certain turn. But perhaps I haven't gone far enough in removing the reinforcements.

    Anyway, thanks for playing, and for the bug report. You seem to have understood what I was going for when I made this -- a game for "hardcore FE fans that wanna scratch that itch for a challenging/unique FE experience". It's always good to know what other people think of it, and I'm glad you enjoyed the experience on the whole! 

  17. Sorry about the issues. Something always falls through the cracks. I don't know how I missed that Sam's tactician sprite was non transparent.

    Thanks for the bug reports. The latest version of the Engine on Git has the fixes (but I haven't built an executable for it yet). 

    You can fix the Master Axe issue pretty easily yourself. Go to line 376 of your Data/status.xml and you should see a line that ends with .TYPE == 'Axe</conditional_avoid>  Add the missing quotation mark after Axe and before the angle bracket, so the line now looks like: <conditional_avoid>30;self.getMainWeapon() and self.getMainWeapon().TYPE == 'Axe'</conditional_avoid>

    That should fix the problem. 

  18. 14 hours ago, Baby Bonnie Hood said:

    I'm probably missing something, but where's the level editor?  I got the game, I'm enjoying the game, and I'm seeing potential for what I might be able to make with the engine.  But I can't seem to find the level editor.

    You can download a Windows build of the Level Editor here: https://www.dropbox.com/s/7t7nvdudo4nme2s/lex_talionis_level_editor.zip?dl=0

    However, I highly recommend following the tutorial if you want to use the Level Editor, since even with the Level Editor, making a level is a complex process. The tutorial is here: https://github.com/rainlash/lex-talionis/wiki

  19. 4 hours ago, LMDHad0uken said:

    In the Engine is it possible for a class to have a higher max level cap in the same tier or no? Example SageLv20, BardLv40 as Tier 2

    It's not currently possible. Each class tier can have a different max level, but within the same tier, each class's max level must be the same. If you didn't care about experience points from combat, you could try starting the class on a higher tier. Like have your bard class be Tier 4 or something, and give Tier 4 a max level of 40. This unfortunately means you won't get any experience from combat though, since the engine will think your higher level than you really are. I've never tried this though, so it may break something else.

    If you really want this capability, I can add it in the next update. Give each class a separate max level component.

  20. 15 hours ago, FELORDZ said:

    Is there a way to make a magic weapon triangle similar to FE10? Like I want to divide Anima magic into its own weapon triangle of Fire, Wind, Thunder but still keep the Anima, Light, Dark triangle. 

    Yes. This is pretty simple actually. You're going to want to reference this tutorial for adding new weapon types: https://github.com/rainlash/lex-talionis/wiki/26.-Adding-New-Weapon-Types

    And then, you'll want to just modify the values in the Data/weapon_triangle.txt file to something like this (second column is what the weapon is GOOD against, third column is what it's WEAK against):

    Sword;Axe;Lance;
    Lance;Sword;Axe;
    Axe;Lance;Sword;
    Bow;;;
    Light;Dark;Fire,Wind,Thunder;M
    Fire;Light,Wind;Dark,Thunder;M
    Wind;Light,Thunder;Dark,Fire;M
    Thunder;Light,Fire;Dark,Wind;M
    Dark;Fire,Wind,Thunder;Light;M

     

    If you have any problems, feel free to PM me.

  21. 7 hours ago, ardenzio said:

    Hi, your game is awesome, every chapter is challenging and very original. I've got some bug.....game stop at level 9 without reason. I send the error log. Please help me i wanna reach the end!!!!!

     

    Main Crash empty range for randrange() (0,0, 0)
    Traceback (most recent call last):
      File "main.py", line 117, in <module>
      File "main.py", line 45, in main
      File "main.py", line 63, in run
      File "Code\StateMachine.py", line 201, in update
        update_output = self.state[-1].update(gameStateObj, metaDataObj)
      File "Code\StateMachine.py", line 1962, in update
        self.message.update(gameStateObj, metaDataObj)
      File "Code\Dialogue.py", line 196, in update
        self.read_script(gameStateObj, metaDataObj)
      File "Code\Dialogue.py", line 134, in read_script
        self.parse_line(line, gameStateObj, metaDataObj)
      File "Code\Dialogue.py", line 497, in parse_line
        self.add_unit(gameStateObj, metaDataObj, which_unit, to_which_position, transition, placement, shuffle=not order, create=level)
      File "Code\Dialogue.py", line 1177, in add_unit
        unit = SaveLoad.create_unit(new_unitLine, gameStateObj.allunits, gameStateObj.factions, gameStateObj.allreinforcements, metaDataObj, gameStateObj)
      File "Code\SaveLoad.py", line 376, in create_unit
        gameStateObj.mode, gameStateObj.game_constants, force_fixed=force_fixed)
      File "Code\SaveLoad.py", line 465, in get_unit_info
        stats, growth_points = auto_level(bases, growths, num_levelups + hidden_levels, class_dict[klass]['max'], mode, force_fixed=force_fixed)
      File "Code\SaveLoad.py", line 546, in auto_level
        idx = Utility.weighted_choice(growths)
      File "Code\Utility.py", line 152, in weighted_choice
        rn = random.randint(0, sum(choices) - 1)
      File "random.py", line 242, in randint
      File "random.py", line 218, in randrange
    ValueError: empty range for randrange() (0,0, 0)

    Created save point at last turn change! Select Continue in Main Menu to load!
     

    Hey! I'm glad you like the game! 

    I'm real sorry you got a bug, but thanks for telling me. It is now fixed.

    You can download The Lion Throne again from the link in the first post on this thread. It will have an updated executable and data files. To use your previous saves, copy and paste your entire old "Saves" folder into the new folder you just downloaded (replacing the mostly empty Saves folder that it comes with). So now you'll have your old Saves folder, but new every other folder and file. 

    Like the error message says, you should now be able to "Select Continue in Main Menu to load!", and you should get past that bug. Please tell me immediately if you still can't go past.

    You must have gotten real far in Chapter 9's turncount. The bug was kind of hard to find. So, each turn the reinforcement enemies in Chapter 9 get more levels. I didn't have a check on the Hybrid level-up system that stops trying to increase their stats when their stats are maxed. If every one of their stats was maxed, and they still have levels to gain, it would crash. Very esoteric bug.

     

  22. 17 hours ago, FELORDZ said:

    Also is there a method in properties to set win condition to defeat all enemies? or how to properly implement this with interact script?

    So there's no method in properties to set win condition, since the text you write in properties is just for show. You need to use event scripting to actually win/lose the game. Setting up a "rout"/"defeat all enemies" win condition is easy enough using the interact script. 

    # Are there any enemies left on the map?
    if;not any(unit.team == 'enemy' and unit.position for unit in gameStateObj.allunits)
        win_game
    end

    I've since added a small section on setting up Win Conditions to the Miscellaneous section of the Wiki.

  23. On 10/13/2018 at 10:07 AM, Alike said:

    Does this work on Android or Chrome OS. I only have a chromebook, and this looks pretty fun.

    Sorry but it doesn't currently run on either Android or Chrome OS. You can download the executable and run it on Windows, and it also runs on Mac and most Linux distros if you have Python and Pygame as described on the Github page. 

    On 10/13/2018 at 5:30 PM, FELORDZ said:

    Debug: 1
    Version: v0.8.0
    libpng warning: iCCP: known incorrect sRGB profile
    libpng warning: iCCP: known incorrect sRGB profile
    libpng warning: iCCP: known incorrect sRGB profile
    Traceback (most recent call last):
      File "main.py", line 29, in <module>
      File "c:\users\patrick\appdata\local\temp\pip-build-0o75dq\pyinstaller\PyInstaller\loader\pyimod03_importers.py", line 389, in load_module
      File "Code\GlobalConstants.py", line 92, in <module>
        PRELOADDATA = ET.parse(loc + 'Data/preload_levels.xml')
      File "<string>", line 62, in parse
      File "<string>", line 38, in parse
    cElementTree.ParseError: not well-formed (invalid token): line 302, column 16
    Failed to execute script main

    So I can't diagnose the exact problem from what you've given me here. But I can tell you where to look. The likely problem is that you're missing a start or end bracket in your Data/preload_levels.xml file. I would look, as it says, around line 302. But the missing bracket could be anywhere and the error is just being propagated to the end. If you really can't find it, you can send me the text of your preload_level.xml file and I can take a look.

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