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 FEXP
Myke
Posted: Jul 28 2011, 05:50 PM
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yes?


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Version: 1.0.1: Download (rar) (zip)

Past Releases:
[spoiler]Version: 1.0.0 - Initial release: Download (rar) (zip)[/spoiler]

Changelog

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Please take the time to read over the copyright information, available in the included document License.txt or in the spoiler below. Posting your projects on this board (forums.bwdyeti.com) in the provided section waives your attribution requirements, so you only need to worry about it if you'll be sharing your stuff elsewhere. Obviously, RPGMaker XP is required for editing.
[spoiler]FEXP ©2011 www.bwdyeti.com
Fire Emblem © 1990-2009 Nintendo / INTELLIGENT SYSTEMS. Fire Emblem and Nintendo DS are trademarks of Nintendo.
RPGMaker ©2007 ENTERBRAIN,INC./YOJI OJIMA and ©2007, Xiph.Org Foundation.
Ruby ©1993-2003 Yukihiro Matsumoto All Rights Reserved.
License for Scintilla and SciTE ©1998-2003 by Neil Hodgson All Rights Reserved.
FMOD © 2001-2011 Firelight Technologies Pty, Ltd. All rights reserved.



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SCRIPT CREDITS
----------------------
mechacrash: Resolution script
Pathfinding by Eivien
Tileset Change by Ryethe
Image Fonts by Paradox (Elijah von Bose)
Database Limit Breaker by Woratana
Reset Prevention by Zeriab
FModEx Audio: Hiretsukan, Cowlol
RGSS2 in RMXP: Dargor
Tilemap rewrite: poccil

Editing Ruby objects in C dlls
Strings: ERZENGEL
Bitmaps: poccil

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OTHER CREDITS
----------------------
Hextator, Nintenlord: making it easier to hack FE



FEXP uses RPG Maker XP.
Read more: http://www.rpgmakerweb.com/


The FEXP engine (source code and data files) and game assets not specified below are
licensed under a Creative Commons Attribution-NonCommercial 3.0 Unported License.
( http://creativecommons.org/licenses/by-nc/3.0/ )

The following graphics files:
\Graphics\Animations\Pirate0-Axe.png
\Graphics\Animations\Pirate0-ThrowAxe.png
\Graphics\Animations\Thief0-Sword.png
\Graphics\Animations\Swordmaster0-Sword.png
\Graphics\Battlers\Pirate0.png
\Graphics\Battlers\Thief0.png
are licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
( http://creativecommons.org/licenses/by-nc-sa/3.0/ )

The following graphics files:
\Graphics\Animations\Halberdier0-Lance.png
\Graphics\Animations\Astra.png
\Graphics\Animations\Luna.png
\Graphics\Animations\Sol.png
\Graphics\Battlers\Halberdier0.png
\Graphics\Characters\MapHalberdierM.png
\Graphics\Characters\MapHalberdierM_move.png
are licensed under a Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License.
( http://creativecommons.org/licenses/by-nc-nd/3.0/ )



This product is distributed without any warranty.

Access to the details of the licence conditions are avilable under the links provided. Copies of the Creative Commons licenses can also be obtained by sending a letter to:

Creative Commons
444 Castro Street, Suite 900
Mountain View
California, 94041
USA



For inquiries concerning these terms please contact:
mail@bwdyeti.com[/spoiler]

But enough of that. Download and enjoy!
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bballpro
Posted: Jul 28 2011, 08:25 PM
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I can't download? Blank page?
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L95
Posted: Jul 28 2011, 08:29 PM
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Worked fine for me.


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bballpro
Posted: Jul 28 2011, 08:53 PM
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works with chrome, god I hate IE
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Myke
Posted: Jul 28 2011, 09:06 PM
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yes?


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QUOTE (bballpro @ Jul 29 2011, 06:53 AM)
god I hate IE

I hate to be That Guy, but...
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ArmadsFTW
Posted: Jul 28 2011, 09:17 PM
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QUOTE (Myke @ Jul 28 2011, 09:06 PM)
QUOTE (bballpro @ Jul 29 2011, 06:53 AM)
god I hate IE

I hate to be That Guy, but...

Agreed; however, IE took a turn for the worst when IE9 came out. (IE8 was soo much better... ) sad.gif
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Kay
Posted: Jul 29 2011, 06:14 AM
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Say, are we supposed to be allowed to use, like, the Pirate and Soldier and stuff?

And that halb I asked about forever ago? o3o

EDIT: Also, how do you tell which unit uses the "unit id" or whatever for using boss music? The base level doesn't have an example of that.
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BwdYeti
Posted: Jul 29 2011, 02:18 PM
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*Points to the license in the first post*
I just request that they only be using in FEXP projects

http://gyazo.com/b84cf07e9866b0abb1fcae9914291c85.png
^The boss theme event for Tr1. 6/37/38 are the event ids of the bosses. If you use actors for bosses (which is recommended) then instead of getting their actor ids like that you can just type in the actor id ( $game_map.add_battle_theme(105, 'Rise to the Challenge') )


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Kay
Posted: Jul 29 2011, 08:56 PM
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I tried following what you put for using actors as closely as made sense to me for this, coming up with
user posted image
Where the boss is the second actor, and CloseToCalamity is his theme. And what's the 105?
But of course I got a syntax error.
I also tried doing it with "id = (the stuff I put)" with no more luck...
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BwdYeti
Posted: Jul 29 2011, 09:08 PM
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That was an example, where 105 would be the actor id

$game_map.add_battle_theme(<id goes here>, <song name goes here>)
So if you're trying to use actor 2 as the boss
$game_map.add_battle_theme(2, 'CloseToCalamity')

Though I suggest doing all of the player characters in one block of actors, and then all the bosses, so the bosses are all going to be 100something or so


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Kay
Posted: Jul 29 2011, 09:30 PM
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Oh, yeah, of course. I just copied Armor Guy over to 2 for testing music. This works fine, except...

Well, MIDIs sound weird. IIRC they don't loop like they would in RMXP normally, either. Is there a way around that?

Oh, and sorry 'bout all the questions, but I see that for high HP in the battle scene, you have ??s, but no --s for on the map or status screen. Was a system for this made in part or would it need to be done completely?

Also, what do some of the skills do? Like, Dreaded and stuff.
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Kelsper
Posted: Jul 29 2011, 09:34 PM
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QUOTE (Kay @ Jul 29 2011, 09:30 PM)
Well, MIDIs sound weird. IIRC they don't loop like they would in RMXP normally, either. Is there a way around that?

If you go into Script Manager (F11 shortcut) and go down to "BGM Loop Points" script under Configuration. However I personally have no idea how to set where it loops or if it actually works for MIDIs. I would assume so.
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BwdYeti
Posted: Jul 29 2011, 09:52 PM
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Midi functionality was mostly sacrificed so that other formats would work properly and so music could be started from any point (so when you go back to the map from a battle scene the music doesn't restart). The preferred music format is .ogg


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Kay
Posted: Jul 29 2011, 10:07 PM
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Aight'n, so is there an easy way to figure out about where to set music loop points?

@Kelsper: Yeah, I'm pretty sure it does technically work for MIDIs.
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BwdYeti
Posted: Jul 29 2011, 10:29 PM
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The numbers are milliseconds (1000 would be one second, 20000 is twenty). The first number is when the loop starts, and the second when it stops and goes back to the loop start point.

'Friendship and Adventure' => [1075, 62940],

So this song would start at the beginning as normal, then whenever it gets to 62.940 seconds in it and then jumps back to 1.075 seconds in


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