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    Out wandering with gods

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    Blazing Sword

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  1. The Lion Throne (Fangame and Engine)

    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.
  2. The Lion Throne (Fangame and Engine)

    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.
  3. The Lion Throne (Fangame and Engine)

    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. :(. 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.
  4. The Lion Throne (Fangame and Engine)

    Don't do that! No but seriously -- sorry about the bug. Change your text speed (in the Options Menu) to anything but the maximum and your problem should go away. I'll add that to the list of fixes that need to be made. Thanks for the bug report.
  5. The Lion Throne (Fangame and Engine)

    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.
  6. The Lion Throne (Fangame and Engine)

    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.
  7. The Lion Throne (Fangame and Engine)

    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.
  8. The Lion Throne (Fangame and Engine)

    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
  9. The Lion Throne (Fangame and Engine)

    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 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. 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.
  10. The Lion Throne (Fangame and Engine)

    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.
  11. The Lion Throne (Fangame and Engine)

    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.
  12. The Lion Throne (Fangame and Engine)

    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!
  13. The Lion Throne (Fangame and Engine)

    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.
  14. The Lion Throne (Fangame and Engine)

    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
  15. The Lion Throne (Fangame and Engine)

    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.