JacobTJP Posted November 13, 2016 Share Posted November 13, 2016 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? Quote Link to comment Share on other sites More sharing options...
Primefusion Posted November 13, 2016 Share Posted November 13, 2016 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. Quote Link to comment Share on other sites More sharing options...
JacobTJP Posted November 14, 2016 Author Share Posted November 14, 2016 Thanks Prime! I genuinely thought there was some weird trick for the palette thing. The script also works perfectly. :D Quote Link to comment Share on other sites More sharing options...
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