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Generic Palettes and Scripted Deaths after Fights Without Animations


JacobTJP
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So yeah I've got two questions:

1) How do I edit generic palettes like in Elibian Nights and TRTR? I'd like to have different palettes for different groups of enemies/allies (NPC ones).

2) After a scripted fight without an animation a unit dies, and then I have to use KILL command to kill him properly, in the events it looks a bit stupid. How do I make it so a unit dies in a scripted fight without animations?

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1) How do I edit generic palettes like in Elibian Nights and TRTR? I'd like to have different palettes for different groups of enemies/allies (NPC ones).

I just use a bunch of character slots for the different classes and make palettes for each of them. It's a lot of work, but the palettes turn out exactly how I want them too.

2) After a scripted fight without an animation a unit dies, and then I have to use KILL command to kill him properly, in the events it looks a bit stupid. How do I make it so a unit dies in a scripted fight without animations?

I had that problem too, but then stumbled upon this snippet. Give it a whirl:

    UNCM SybarisMerc 1b   // SybarisMerc is the one that dies
    FIGH AksumCavalier SybarisMerc MapFight1 $0000001F // force them to use an iron axe. Since mercs don't have an axe animation, it becomes a map battle.
    UNCR AksumCavalier 0x02 // Revert the cav from being grayed out after battle.
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