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JeanMarc's Questions

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1 JeanMarc's Questions on Sun Feb 24, 2013 7:27 pm

JeanMarc


Okay, so I started using FEXP very recently, and I'm currently trying to get different pallettes to work. I got different character soldier palettes (the one who came with the FEXP guide), bute everything I try to do create a custom palette for another class, FEXP crashes when I try to playtest it.



Last edited by JeanMarc on Sun Apr 07, 2013 8:25 am; edited 1 time in total

2 Re: JeanMarc's Questions on Sun Feb 24, 2013 7:34 pm

JeanMarc


Nvm, even if people may not think so, I've spent hours trying to find it, but I finally did. For people who want to, here's what you for different palettes, same and different classes.

Spoiler:

module Recolor_List
def self.has_key?(key, name = nil)
if name.nil?
return self.get_color(key, nil, 0, true).length != 0
else
result = self.get_color(key, name, 0)
return result.nil? ? false : result.length != 0
end
end

def self.get_color(key, name, color, key_test = false)
name = SPRITE_RENAME_LIST[name] if SPRITE_RENAME_LIST.has_key?(name)
key_found = true
case key
when 22 # Soldier
case name
when 'Bennet'
case color
when 0; return [96, 32, 8] # Armor
when 1; return [176, 88, 16]
when 2; return [240, 152, 32]
when 3; return [80, 48, 24] # Cloth
when 4; return [120, 88, 48]
when 5; return [184, 136, 72]
end
when 'Ruka'
case color
when 0; return [128, 13, 0] # Armor
when 1; return [171, 19, 0]
when 2; return [248, 56, 0]
end
end
when 59 # Halberdier
case name
when 'Ruka'
case color
when 0; return [128, 13, 0] # Armor
when 1; return [171, 19, 0]
when 2; return [248, 56, 0]
end
else
unless COUNTRY_COLORS[name].nil?
case color
when 0; return COUNTRY_COLORS[name][:main1]
when 1; return COUNTRY_COLORS[name][:main3]
when 2; return COUNTRY_COLORS[name][:main4]
when 3; return COUNTRY_COLORS[name][:scnd1]
when 4; return COUNTRY_COLORS[name][:scnd2]
when 5; return COUNTRY_COLORS[name][:scnd3]
end
end
end
else
key_found = false
end
return [0,0,0] if key_test and key_found
return []
end
end

Also, does anyone have a Guy and Lloyd styled SMs FEXp compatible with Astra? If not, I might start working on that.

3 Re: JeanMarc's Questions on Mon Feb 25, 2013 12:12 pm

Klokinator

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Admin
Yeti removed all his pallettes when he released FEXP, so newbies have no idea what to do when they want to add their pallettes in the engine. I'll be adding at least one pallette per class and two different pallettes per "team affiliation".

Also, if you look on the battler sheets, at the top left of (hopefully) every battler is a tiny row of 16 or less dots, which are for the pallette. As an example...

Spoiler:

Count the number of dots for the desired class. The dots go in order from darkest to lightest and go in the engine like so:

Code:

    when '29_0' # Male Nomad
      case name
      when 'Rayner'
        case color
        when 0; return [109, 46, 39] # Bow/harness
        when 1; return [142, 69, 46]
        when 2; return [185, 93, 69]
        when 3; return [240, 160, 128]
        when 4; return [96, 64, 56] # Dark border
        when 5; return [142, 69, 46] # Shirt
        when 6; return [185, 93, 69]
        when 7; return [134, 135, 159] # Hair
        when 8; return [194, 184, 205]
        when 9; return [54, 46, 69] # Skin
        when 10; return [69, 61, 93]
        when 11; return [93, 93, 126]
        end
      when 'Bern'
        case color
        when 0; return COUNTRY_COLORS[name][:main1] # Bow/harness
        when 1; return COUNTRY_COLORS[name][:main3]
        when 2; return COUNTRY_COLORS[name][:main4]
        when 3; return COUNTRY_COLORS[name][:main5]
        when 4; return COUNTRY_COLORS[name][:scnd1] # Dark border
        when 5; return COUNTRY_COLORS[name][:scnd2] # Shirt
        when 6; return COUNTRY_COLORS[name][:scnd3]
        when 7; return [152, 64, 16] # Hair
        when 8; return [232, 136, 32]
        when 9; return [144, 112, 88] # Skin
        when 10; return [192, 144, 104]
        when 11; return [232, 192, 136]
        end
      when 'Sacae'
        case color
        when 0; return [24, 96, 32]
        when 1; return [40, 144, 32]
        when 2; return [136, 208, 80]
        when 3; return [224, 232, 120]
        when 4; return COUNTRY_COLORS[name][:main1]
        when 5; return COUNTRY_COLORS[name][:main3]
        when 6; return COUNTRY_COLORS[name][:main4]
        when 7; return COUNTRY_COLORS[name][:hair1]
        when 8; return COUNTRY_COLORS[name][:hair2]
        when 9; return [104, 120, 72]
        when 10; return [144, 144, 96]
        when 11; return [200, 192, 120]
        end
      end

This should give you a solid idea of how to start. If you have any more questions, just let me know.


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4 Re: JeanMarc's Questions on Mon Feb 25, 2013 5:44 pm

Klokinator

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Also, does anyone have a Guy and Lloyd styled SMs FEXp compatible with Astra? If not, I might start working on that.

What do you mean by this? If you want their pallettes I can get them for you in about 15 inutes of work. If something else then idk.


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5 Re: JeanMarc's Questions on Mon Feb 25, 2013 6:12 pm

Primefusion

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Admin
I think he means Astra animations for the Guy and Lloyd SM sprites.

And I'm pretty sure that's a negative? Only seen the standard SM one.

6 Re: JeanMarc's Questions on Mon Feb 25, 2013 6:14 pm

Klokinator

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Admin
Oh, then if that's the case none exist. I'm going to try and get the Female Astra animation from the FEgirls project or whatever it's called on the Japanese forums but other than that I have no idea.


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7 Re: JeanMarc's Questions on Mon Feb 25, 2013 10:49 pm

JeanMarc


Thanks for the answer! I've got more questions though

1)Would possible to do a str/mag split using Multi-Level stats or using the accessories option? What I mean by that is to kind of using the way max SP works but using POW level 0 for str and 1 for mag. Woukd that be possible? If so, I might try to do that when i'll know how the engine works?

2)Is there a way to set custom map sprites for different characters in the same class?

8 Re: JeanMarc's Questions on Tue Feb 26, 2013 12:46 am

Klokinator

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Admin
I have no idea how to do a STR/MAG split. If you'd like, Camtech on Serenesforest offered to do it once and "klok can deal with it in ruby" so it's probably not an amazing workaround but it's there. Personally I'm going to make it so that primary magic users deal 1/2 damage with physical weapons and primary physical users deal 1/2 damage with magic. But that's just me xP

And for the second question, yes. Use the _## to seperate classes without them showing ingame.

For example, I have Halberdier_Yeti and Halberdier_Dei that each use two different class animations and map sprites, but the same class name and description ingame. This way you can seperate the two of them without it affecting the aesthetics of the game!


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9 Re: JeanMarc's Questions on Fri Mar 01, 2013 8:24 am

JeanMarc


Also, how do you assign a skill to a character?

10 Re: JeanMarc's Questions on Fri Mar 01, 2013 5:49 pm

Klokinator

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Admin
To assign a skill, there's a bunch of ways.

Class skills are assigned in the class section of the database.
You may also use the default function in RMXP to assign character skills VIA events. You may also use this to remove class skills from each character, here's an example:

http://puu.sh/2asGh

As you can see, there's three skills assigned to markyjoe, and using this example I can also remove his class skills by setting the option to "Add" or "Remove".

To get to this menu, click here:

http://puu.sh/2asMn

This is on page three of the event list menu.

Hope that helps Smile Also, I would reccommend putting skill, level, and item changes on a Chapter Change map, so they happen seamlessly in the background when you start a map.


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11 Re: JeanMarc's Questions on Sun Mar 31, 2013 7:29 am

JeanMarc


I have another problem with palettes. I'm supposed to give my armor knight this palette:

http://img838.imageshack.us/img838/6091/ardenbattle.png

when 17 # Lieutenant
case name
when 'Arden'
case color
when 0; return [23, 37, 43] #Armor
when 1; return [39, 61, 69]
when 2; return [54, 185, 93]
when 3; return [69, 117, 117]
when 4; return [84, 126, 126]
when 5; return [126, 169, 169]
when 6; return [177, 203, 203]
end


But it gives this:
http://img841.imageshack.us/img841/1708/ardenfexp.png

Also, how do you code a battle animation? I've done an archer edit and would like to put it in my game.

Know why?

12 Re: JeanMarc's Questions on Mon Apr 01, 2013 11:31 am

Klokinator

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Admin
Since two people are having the same issue (sorta) I'll just make a fully detailed tutorial on this later today. Expect it.


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13 Re: JeanMarc's Questions on Mon Apr 01, 2013 7:39 pm

JeanMarc


How do you change the key configurations? I changed them by mistake and now, changing windows is now either my a or my b. And is there an event or anything that warps a unit from a map to another? Is there also a way to trigger an event with a character stepping on a tile (like hidden items in desert map or Stefan in FE9/FE10?

14 Re: JeanMarc's Questions on Mon Apr 01, 2013 8:04 pm

Klokinator

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Admin
Use the "transfer player" eventing command to change maps.

I don't know about tile triggered events or specifically how to do them but asking RiskyPLUS will probably get you results. I think he used them in his game.

Key configurations are changable via F1 ingame, and the script itself in the editor, which I recommend getting a fresh copy of FEXP and just copying the configuration from that over your screwed up one xD


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15 Re: JeanMarc's Questions on Mon Apr 01, 2013 8:30 pm

JeanMarc


What I mean by transfering is not player's cursor, but like warping a unit from one map to the other. My goal for that is making home castle like in FE4. I've got the cursor part done, because it's easy.

16 Re: JeanMarc's Questions on Mon Apr 01, 2013 8:59 pm

Klokinator

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I have no idea on that. Probably transfer event command instead?


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17 Re: JeanMarc's Questions on Sun Apr 07, 2013 8:27 am

JeanMarc


Also, I've tried to transfer the sword knight animation. I figured everything out except the hit animation. How do I insert that?

18 Re: JeanMarc's Questions on Mon Apr 08, 2013 11:23 am

Klokinator

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Admin
Hmm I never actually completed the armored knights because I got distracted with LP's so I can't exacty answer that off base. Can you get some screenies of what you have already inserted?


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19 Re: JeanMarc's Questions on Mon May 20, 2013 10:29 am

JeanMarc


Is there any way to do a reclass system like in FEA?

20 Re: JeanMarc's Questions on Mon May 20, 2013 10:34 am

Klokinator

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Admin
I was planning to implement something like that in FEDE. I'm sure there is a way by using different promotion items or some other jury rigged setup in fexp, but I'd wait for FEDE or FEXNA before doing anything like that just yet.


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21 Re: JeanMarc's Questions on Mon May 20, 2013 11:48 am

Jesse

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Eeeewww, reclass. I know what feature I won't be putting to use with this system. XD

Only reason reclassing was ever good: Jeigan to Dracoknight (or Swordmaster, whichever you prefer. Either has better stats than Pally.) in FESD. Otherwise it's useless.

22 Re: JeanMarc's Questions on Mon May 20, 2013 11:52 am

Klokinator

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Admin
I won't be using it myself but since FEA is a thing and a couple other fe games have their reclass systems, it's a good idea to add the support.


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