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Castle Paradox
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BMR Aspiring Megalomaniac

Joined: 27 Dec 2008 Posts: 21 Location: The Philippines
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Posted: Sun Dec 28, 2008 5:27 pm Post subject: Changing palettes |
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Greetings everyone.
First off, apologies if this seems a bit uninformed, but I was wondering if there was a way, in-game, to change the master palette? I'm aware that while editing, it is possible to switch the master palette for another, but I was checking if it was possible to do such with plotscripting.
I was attempting to do this in order to cheat a wider range of colour in the overall game. For example, I could have colours 1-128 reserved for hero and walkabout colours, whereas colours 129-255 would be reserved for maptiles. For example, if I have heroes in a cave that is more blue-intensive, I could choose a wider range of blues and leave out the various shades of red.
I am aware but not familiar with the palette tweak command, but I was unsure if such was the ideal or proper means of achieving what I am attempting to do.
Thanks in advance for any assistance that you can provide.
Cheers,
BMR _________________ Being from the third world, I reserve the right to speak in the third person. |
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Calehay ...yeah. Class B Minstrel

Joined: 07 Jul 2004 Posts: 549
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Posted: Mon Dec 29, 2008 5:18 am Post subject: |
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It's nice to see I'm not the only one with this idea.
You'll need to use this in an autorun script on every map.
Code: | fadescreenout (0,0,0)
load palette (x) #Where "x" is the correct number of the master palette
fadescreenin |
However, if you just stuck this code into different scripts for every map, you'd soon get a ton of scripts to sort through. There might be a smarter way to code this so that you wouldn't have to do so much work in the editor.
If you plan on using each master palette only once, this idea comes to mind. If you correspond the number between the master palette and the map that uses the palette , you could easily just replace the "x" in the previous map with the command "current map," which would then load the palette that corresponds with that particular map. Barring that, you could do a messy switch/case script, but I think this idea is easier.
Then, you can simply use this one script as an autorun script for every map. If you needed other events to happen automatically on a map, you could either create separate scripts for each event prefacing them with this code, or you could use a switch/case or nested if statements inside of this one script that look for the proper conditions for your events. _________________ Calehay |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Tue Dec 30, 2008 7:36 am Post subject: |
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The map autorun script runs 1 tick before the screen fades in, and screen fades cause palette changes to take effect, so you should be able to simply use a script like this (but I haven't tested):
Code: | plotscript, bluish palette, begin
load palette (1)
end |
Adding addition screen fading commands would cause a slightly longer fadeout between maps. _________________ "It is so great it is insanely great." |
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BMR Aspiring Megalomaniac

Joined: 27 Dec 2008 Posts: 21 Location: The Philippines
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Posted: Wed Dec 31, 2008 3:54 am Post subject: |
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Hmm, sounds good. I'll give it a shot soon as I can.
Cheers,
BMR _________________ Being from the third world, I reserve the right to speak in the third person. |
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Calehay ...yeah. Class B Minstrel

Joined: 07 Jul 2004 Posts: 549
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Posted: Wed Dec 31, 2008 1:16 pm Post subject: |
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The Mad Cacti wrote: | The map autorun script runs 1 tick before the screen fades in, and screen fades cause palette changes to take effect, so you should be able to simply use a script like this (but I haven't tested):
Code: | plotscript, bluish palette, begin
load palette (1)
end |
Adding addition screen fading commands would cause a slightly longer fadeout between maps. |
Was there ever a bug with the load palette command? I remember trying this, but the screen would never fade out and palette wouldn't change. (I assumed that it was due to not having a fade command at the time.) However, now it seems to work. _________________ Calehay |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Sun Jan 04, 2009 7:47 pm Post subject: |
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I don't remember there ever being a bug, but maybe there was...
loadpalette works just like tweakpalette: you need to fade the screen in or use updatepalette for the changes to become active.
Not having a fade command? _________________ "It is so great it is insanely great." |
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