Palette none issue

mersox

Active member
I am having trouble with the command "palette none". I have two characters in the game: a "player" and an "enemy". Palette none works like a charm on "player", but is ignored on "enemy". I have no idea why. Here's the file:

name cog
health 6
speed 0
type enemy
gfxshadow 1
subject_to_screen 1
palette none
animationscript data/scripts/script.c
throwdamage 1
noquake 1
projectilehit enemy
aggression -130
nodieblink 2
falldie 1
risetime 300
nolife 1
throw 5 4
bounce 0
dust dustbig dust dust
jumpheight 3.5
load firehuge



anim spawn
loop 0
offset 100 164
bbox 74 33 56 133
delay 200
jumpframe 0 2 3
landframe 1

frame data/chars/cog/jump01.png
delay 8
frame data/chars/cog/jump02.png
frame data/chars/cog/jump03.png
frame data/chars/cog/jump04.png
frame data/chars/cog/jump05.png

anim idle
loop 1
offset 100 164
bbox 74 33 56 133
delay 4
frame data/chars/cog/idle01.png
frame data/chars/cog/idle02.png
frame data/chars/cog/idle03.png
frame data/chars/cog/idle04.png
frame data/chars/cog/idle05.png
frame data/chars/cog/idle06.png
frame data/chars/cog/idle07.png
frame data/chars/cog/idle08.png
frame data/chars/cog/idle07.png
frame data/chars/cog/idle06.png
frame data/chars/cog/idle05.png
frame data/chars/cog/idle04.png
frame data/chars/cog/idle03.png
frame data/chars/cog/idle02.png



anim rise
loop 0
offset 100 164
bbox 74 33 56 133
delay 8
@cmd randSound5 "robotmove01.wav" "robotmove02.wav" "robotmove03.wav" "robotmove04.wav" "robotmove05.wav"
frame data/chars/cog/jump03.png
frame data/chars/cog/jump04.png
frame data/chars/cog/jump05.png

anim walk
loop 1
offset 100 164
bbox 74 33 56 133
delay 7
frame data/chars/cog/walk01.png
frame data/chars/cog/walk02.png
frame data/chars/cog/walk03.png
frame data/chars/cog/walk04.png
frame data/chars/cog/walk05.png
frame data/chars/cog/walk06.png
frame data/chars/cog/walk07.png
frame data/chars/cog/walk08.png



anim pain
loop 0
offset 100 164
bbox 74 33 56 133
delay 5
@cmd randSound7 "puttyhit01.wav" "puttyhit02.wav" "puttyhit03.wav" "puttyhit04.wav" "puttyhit05.wav" "puttyhit08.wav" "puttyhit07.wav"

frame data/chars/cog/pain01.png
frame data/chars/cog/pain02.png
frame data/chars/cog/pain03.png
frame data/chars/cog/pain04.png
frame data/chars/cog/pain05.png
frame data/chars/cog/pain06.png
frame data/chars/cog/pain07.png

anim grabbed
loop 1
offset 100 164
bbox 74 33 56 133
delay 8

frame data/chars/cog/pain01.png
frame data/chars/cog/pain02.png
frame data/chars/cog/pain03.png
frame data/chars/cog/pain04.png
frame data/chars/cog/pain05.png


anim fall
@cmd randSound7 "puttyhit01.wav" "puttyhit02.wav" "puttyhit03.wav" "puttyhit04.wav" "puttyhit05.wav" "puttyhit08.wav" "puttyhit07.wav"
loop 0
landframe 2
delay 8
offset 100 164
bbox 74 33 56 133


landframe 9 dust

sound data/sounds/electricity01.wav
frame data/chars/cog/death01.png
frame data/chars/cog/death02.png
frame data/chars/cog/death03.png
frame data/chars/cog/death04.png
frame data/chars/cog/death05.png
frame data/chars/cog/death06.png
frame data/chars/cog/death07.png
frame data/chars/cog/death08.png
delay 100
frame data/chars/cog/death09.png
delay 8
frame data/chars/cog/death14.png



anim death

@cmd randSound7 "puttyhit01.wav" "puttyhit02.wav" "puttyhit03.wav" "puttyhit04.wav" "puttyhit05.wav" "puttyhit08.wav" "puttyhit07.wav"
loop 0
delay 8
offset 100 164
jumpframe 0 3 -1
landframe 9 dust

sound data/sounds/electricity01.wav
frame data/chars/cog/death01.png
frame data/chars/cog/death02.png
frame data/chars/cog/death03.png
frame data/chars/cog/death04.png
frame data/chars/cog/death05.png
frame data/chars/cog/death06.png
frame data/chars/cog/death07.png
frame data/chars/cog/death08.png
delay 100
frame data/chars/cog/death09.png
sound data/sounds/electricity02.wav
delay 8
frame data/chars/cog/death10.png
frame data/chars/cog/death11.png
frame data/chars/cog/death12.png
@cmd spawnbind "firehuge" 0 40 2
frame data/chars/cog/death13.png







anim attack1  *jab*
range 0 60
loop 0
delay 8
offset 100 164
bbox 74 33 56 133
@cmd randSound5 "robotmove01.wav" "robotmove02.wav" "robotmove03.wav" "robotmove04.wav" "robotmove05.wav"
frame data/chars/cog/jab01.png
frame data/chars/cog/jab02.png
attack 121 51 37 38 1 0
frame data/chars/cog/jab03.png
attack 115 53 66 19 1 0
frame data/chars/cog/jab04.png
attack 113 39 49 25 1 0
frame data/chars/cog/jab05.png
attack 0 0 0 0
frame data/chars/cog/jab06.png
frame data/chars/cog/jab07.png
frame data/chars/cog/jab08.png
frame data/chars/cog/jab09.png


anim attack2  *kick*
range 20 96
loop 0
delay 8
offset 100 164
bbox 74 33 56 133
@cmd randSound5 "robotmove01.wav" "robotmove02.wav" "robotmove03.wav" "robotmove04.wav" "robotmove05.wav"
frame data/chars/cog/kick01.png
frame data/chars/cog/kick02.png
frame data/chars/cog/kick03.png
attack 93 104 93 71 1 0
frame data/chars/cog/kick04.png
attack 117 125 51 49 1 0
frame data/chars/cog/kick05.png
attack 0 0 0 0 0
frame data/chars/cog/kick06.png
frame data/chars/cog/kick07.png
frame data/chars/cog/kick08.png

anim attack3  *long reach punch*
range 60 130
loop 0
delay 8
offset 100 164
bbox 74 33 56 133
@cmd randSound5 "robotmove01.wav" "robotmove02.wav" "robotmove03.wav" "robotmove04.wav" "robotmove05.wav"
frame data/chars/cog/punch01.png
frame data/chars/cog/punch02.png
frame data/chars/cog/punch03.png
frame data/chars/cog/punch04.png
attack 128 29 30 31 1 0
frame data/chars/cog/punch05.png
attack 150 57 70 44
frame data/chars/cog/punch06.png
attack 153 83 35 44
frame data/chars/cog/punch07.png
attack 0 0 0 0
frame data/chars/cog/punch08.png
frame data/chars/cog/punch09.png
frame data/chars/cog/punch10.png
frame data/chars/cog/punch11.png
frame data/chars/cog/punch12.png


anim attack 4
range 100 700
loop 0
offset 100 164
bbox 74 33 56 133
delay 100

jumpframe 0 3 2
landframe 1
@cmd randSound5 "robotmove01.wav" "robotmove02.wav" "robotmove03.wav" "robotmove04.wav" "robotmove05.wav"
frame data/chars/cog/jump01.png
delay 8
frame data/chars/cog/jump02.png
frame data/chars/cog/jump03.png
frame data/chars/cog/jump04.png
frame data/chars/cog/jump05.png
 
Yes. But I opened the frames again, turned into RGB and then to Indexed again, and now it works. Weird.

But now that I have your attention, I have another issue. The first loaging screen when you launch the game, it has not one but two progress bars. One is the one you control with loadingbg, but the other one, I have no idea how to control it, I want to get rid of it. Can't find the command anywhere. Ideas?
 
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