enemy icons without share palette

rafhot

Member
i´ve noticed that enemy icons dont have the option to dont share palette as player icons are
there any plans to add those options to choose enemies icons to dont share palettes too?
 
yes but it work only for players

if i want do it for a boss for example  there is no way to not use the palette on boss icon, the palette is always shared with boss icon
 
Recent version shouldn't have this problem, I just checked the code.
 
and if I have a common animation which is being used by every char, like a burn animation, and I don't want to add all the fire colors to every char palette, there is a way to change the palette just for this animation (so I can use it for everyone) and switch back to my current palette?

I know there is a way, I just don't clearly remember.
 
you can display blank image as burn animation and use spawnframe and subentity in it to spawn your "hit by fire" animation.
If you want to switch palette you can do it by script
@script
                void self = getlocalvar("self");
              int smap = getentityproperty(self, "map");
          if (frame == 1){
changeentityproperty(self, "map", 1);
}
@end_script

but if youll get hit in the middle of that anim then remap will stay unchanged back
 
You can just use drawmethod command. The drawback of script is you need to change it back.


drawmethod remap 1


 
No, scripted drawmethod (entity level) can not be undone by nodrawmethod because the latter is a model level command and will be overwritten by entity property.
 
So how can I revert the palette back to normal?
I don't want to use the spawn entity hack because not all my moves uses the same velocity, so if I use a time-based animation and I launch the enemy higher the normal, he will be turn into normal sprites, and I just want to make him go back when he touch the ground.

I can check if the enemy touch the floor and destroy it, right?

Edit: I can use this:

Code:
void killselfonfloor(int heightisbelow)
{
  //Kills entity if it is on the floor
  // Matman v 0.03
  void self = getlocalvar("self"); //Get calling entity.
  if ( checkent(self) == 1 ) {
    killentityonfloor(self, heightisbelow);
  }
}
 
Just use a landframe and change the remap back to -1.

anim fall
drawmethod remap 3
frame ...
frame ...
frame ...
drawmethod remap -1
landframe this

frame ...

 
thanks, but if I get hit on the mid air, I will still be using the fire palette, no?
So its better to use drawmethod remap -1 on the first frame of fall and pain animations?
 
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