LMDHad0uken

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    17
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About LMDHad0uken

  • Rank
    Mercenary
  • Birthday 10/28/1992

Profile Information

  • Gender
    Male
  • Location
    Fremont, CA

Previous Fields

  • Favorite Fire Emblem Game
    Blazing Sword

Member Badge

  • Members
    Ephraim
  • Staff
    Tibarn

Allegiance

  • I fight for...
    Tellius

Recent Profile Visitors

240 profile views
  1. The Lion Throne (Fangame and Engine)

    In a new level that I made I can't seem to open a chest. I tried looking in the guide but no success for me.
  2. The Lion Throne (Fangame and Engine)

    Worked thx!
  3. The Lion Throne (Fangame and Engine)

    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
  4. The Lion Throne (Fangame and Engine)

    the error was fixed with the new xml file. Ill try to create the 2 identical tier 2 classes so i get the promotion gains like FE fates. I'll report my progress later *EDIT* Confirmed to work! Awesome
  5. The Lion Throne (Fangame and Engine)

    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
  6. The Lion Throne (Fangame and Engine)

    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
  7. The Lion Throne (Fangame and Engine)

    That's ok I can just make up another class to fill the gaps. Although I do think it would make things easier on the users on end if there is an option for a class to have a separate max level component.
  8. The Lion Throne (Fangame and Engine)

    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
  9. The Lion Throne (Fangame and Engine)

    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.
  10. The Lion Throne (Fangame and Engine)

    Ah I missed closing a bracket. that is always an issue haha thx Also is there a method in properties to set win condition to defeat all enemies? or how to properly implement this with interact script?
  11. The Lion Throne (Fangame and Engine)

    Awesome thx. Also is there a method in properties to set win condition to defeat all enemies? or how to properly implement this with interact script? another issue i dont know what this error is for starting up the .exe 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
  12. The Lion Throne (Fangame and Engine)

    Level Editor bug Anyone can walk through the thicket. Is there a way to quick fix the issue?
  13. The Lion Throne (Fangame and Engine)

    That fixed the issue. Thanks!
  14. The Lion Throne (Fangame and Engine)

    this occured when trying to look at a new character stats that i added Main Crash 'charmap' codec can't encode character u'\u2019' in position 0: character maps to <undefined> 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 191, in update begin_output = self.state[-1].begin(gameStateObj, metaDataObj) File "Code\InfoMenu.py", line 33, in begin self.helpMenu = HelpGraph(self.states[self.currentState], self.unit, metaDataObj, gameStateObj) File "Code\InfoMenu.py", line 628, in __init__ self.populate_equipment(metaDataObj) File "Code\InfoMenu.py", line 776, in populate_equipment self.populate_info_menu_default(metaDataObj) File "Code\InfoMenu.py", line 888, in populate_info_menu_default self.help_boxes["Unit Desc"] = Help_Box("Unit Desc", (24, 84 + GC.TILEHEIGHT//2), create_help_box(self.unit.desc)) File "Code\InfoMenu.py", line 937, in create_help_box description_length = font.size(description)[0] File "Code\bmpfont.py", line 183, in size print("%s is not chartable"%(c)) File "encodings\cp437.py", line 12, in encode UnicodeEncodeError: 'charmap' codec can't encode character u'\u2019' in position 0: character maps to <undefined> === === === === === === not sure how to add debug log it wont let me
  15. FE7x: Immortal Sword - Part One Complete

    Running through a playthrough of the new version: https://www.twitch.tv/mfhad0uken