FEXP

The FEXP engine and associated packages are found here, as well as related tutorials and discussion.
Kay
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Kay
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Joined: 23 Apr 2011, 03:41

31 Jul 2011, 23:22 #16

Maybe something you missed?

Backup Utility line 20:
#Yeti DELETE THIS BEFORE RELEASE
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Kay
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Kay
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Joined: 23 Apr 2011, 03:41

02 Aug 2011, 00:05 #17

Say, what kind of licence is the Soldier under?
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BwdYeti
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BwdYeti
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Joined: 16 Apr 2009, 17:56

02 Aug 2011, 01:35 #18

That was referring to before releasing 7x, it's a utility script that makes backups automatically in the Data folder. It's set not to run by default, there's a variable in that script to turn it on (set the variable to true), it should be pretty easy to spot
Kay @ Aug 1 2011, 08:05 PM wrote:Say, what kind of licence is the Soldier under?
Well it was supposed to be under share alike and I don't know how this happened
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Kay
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Kay
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Joined: 23 Apr 2011, 03:41

10 Aug 2011, 01:08 #19

How do you make events move? =X
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Metakirby
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Joined: 16 Dec 2010, 19:23

18 Aug 2011, 12:05 #20

I have one question...The command Talk isn't programmed right ?
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BwdYeti
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BwdYeti
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23 Aug 2011, 05:04 #21

It was but not working perfectly, it's fixed and used in the just released FEXP update
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Metakirby
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Joined: 16 Dec 2010, 19:23

24 Aug 2011, 09:52 #22

So , i have downloaded the new release but when i play in a map with a death quote/battle talk ; a error is showing..And the error is showing this : $game_map.add_battle_talk(@event_id) or $game_map.add_death_quote(@event_id)

Oh and for the another error , it's when i use the bronze lance (i edited my post and add the screen)
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BwdYeti
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BwdYeti
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24 Aug 2011, 10:20 #23

Whoops made a silly mistake. The bug fixes topic has the fix
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Metakirby
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Joined: 16 Dec 2010, 19:23

24 Aug 2011, 11:08 #24

Yeah thanks but now i have a new error..When a battle begin , the error :
Fire Emblem Battle Shared , 395 , NoMethodError , undefined method "length" for 0:Fixnum

Oh and the possibility of a theme for a actor is possible ? (like fe10 , when a battle against the black knight begin , it's always is theme.)

In exemple : In the script , we have the possibility to choose the song and the id of the actor

And how choose a gender ? Because i have a troubadour and it's a female but it detect it's a male..So i don't see the sprite.

Edit : new error : Fire Emblem AI , 1705 , NoMethodError , undefined method 'ai mission' for nil:NILCLASS
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BwdYeti
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BwdYeti
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24 Aug 2011, 11:24 #25

What does your battle talk event look like
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Metakirby
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Joined: 16 Dec 2010, 19:23

24 Aug 2011, 11:31 #26

$script : $game_map.add_battle_talk (@event_id)
Commentaire : 0
Commentaire : \f[1|Zilarius]
Commentaire : \s[1]\x[96]The text.|
Script : event = $game_map.events[31]
id = event.actor.id
$game_map.battle_talk[-1][0] = id

Delete event

And it's : parallel process
ghost mode
anim when it move

And the name of the event is : Battle Talk - Zilarius

Edit : For the error i have with the combat hud , it's with the class : Recruit ; not with the bronze lance , it's the class.
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BwdYeti
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BwdYeti
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Joined: 16 Apr 2009, 17:56

24 Aug 2011, 21:31 #27

Yeah that's pretty much exactly how my event is set up, and it works.
In the second script part, the 'event = $game_map.events[31]', is 31 the event id of the boss you want this event applied to?
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Metakirby
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Joined: 16 Dec 2010, 19:23

25 Aug 2011, 00:07 #28

Yes ,It's the id of the boss ^^ Oh and i have an error when i use the wind sword directly when the batlle begin after correct battle talk.
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Kay
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Kay
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Joined: 23 Apr 2011, 03:41

26 Aug 2011, 05:02 #29

Say, were you making a utility to help insert battle animations?

Actually, on that note, why DO animations have to be so slow to play normally in-game?
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BwdYeti
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BwdYeti
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26 Aug 2011, 06:51 #30

The editor uses 40 or 20 or something terrible fps. FEXP uses 60 fps. So in the editor everything looks slowed down
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