Hi so I asked about how to make a 'dead' animation that loops a while ago and my uneducated hunch was correct, you do the ol' nodieblink 2 and spawn an object. But what if you want it to match the palette of the enemy? All I can think of is writing a script that gets what palette the enemy is mapped to and then spawns the object based on that.
I don't wanna be all "write code 4 me plz" but I really don't know how else to do it. I'm a complete amateur here, as well as a dang autodidact, so the only thing I'm working off of is the documentation and reverse engineering things I see in other people's .txt files. It feels like having a bunch of different objects based on what palette you wanna use is awkward and the wrong way to do it, but I don't see any other way. Cause I don't think the object can know what palette the enemy that spawned it had, especially since that enemy is now gone.
I don't wanna be all "write code 4 me plz" but I really don't know how else to do it. I'm a complete amateur here, as well as a dang autodidact, so the only thing I'm working off of is the documentation and reverse engineering things I see in other people's .txt files. It feels like having a bunch of different objects based on what palette you wanna use is awkward and the wrong way to do it, but I don't see any other way. Cause I don't think the object can know what palette the enemy that spawned it had, especially since that enemy is now gone.
