olbarsize and palette

Harmy

New member
Hello, guys, I'm here again for help.
I changed the resolution and the olbarsize became very short, even though I write the w = 200,It doesn't work.
After searching for information for a long time, I found that the help text is written with a default maximum of only 100. Where can I modify it?
Another question is about Palette. After I am burned, it will trigger a fall, which is considered normal by default. But I chose another Palette, and it's not normal. Can I set a certain frame to use a fixed palette? Instead of following the character's palette.
For example:
frame data/columns/layers/Moriya/burn1.gif is fixed using Palette 1
 
I found that the help text is written with a default maximum of only 100. Where can I modify it?

I've just tested it and it is possible to set long lifebar more than 100. So my question is how exactly did you set your olbarsize?

After I am burned, it will trigger a fall, which is considered normal by default. But I chose another Palette, and it's not normal. Can I set a certain frame to use a fixed palette? Instead of following the character's palette.

It is possible but aside of extra issues from doing that, I rather fix the source of the issue. IOW you need to use burnt frames whose colors aren't altered in alternate palettes.
There is another way with script which is using generic burnt entity to solve this.
 
I've just tested it and it is possible to set long lifebar more than 100. So my question is how exactly did you set your olbarsize?



It is possible but aside of extra issues from doing that, I rather fix the source of the issue. IOW you need to use burnt frames whose colors aren't altered in alternate palettes.
There is another way with script which is using generic burnt entity to solve this.
Oh,thank you,my friend.
480 272,the lifebar,enemy 10 health,the lifebar "w" is 10.
960 544,the lifebar,enemy 10 health,it looks like the lifebar "w" is only 5.because 480 to 960.
I mut let the max =200,and let 10 health looks like "w" = 20,that's looks fine.
And about the Palette,I know it's hard to work.Maybe I need to think another good ider.
 
Can I set a certain frame to use a fixed palette? Instead of following the character's palette.
For example:
frame data/columns/layers/Moriya/burn1.gif is fixed using Palette 1
Yes, you can. you can do it by script or simply using drawmethod remap

Code:
drawmethod remap {int}

Leave it alone or use -1 if you want to use current map. Don't use 0, because it means default palette.
But keep in mind that if your character icon shares the color with your character, if will get affected too.

Another method is spawning "burning body" entity and bind it to your character, while he is invisible. I do this on my Avengers game, but it can be a bit tricky to handle.
It will be easier to show you using OpenBORStats:

1748902163975.png

Note that the first frame is empty and its where I call an entity called "burnP" and bind it to my character.
And I kill it once I reach the frame 1, where is my landframe, because binded entities doesn't care about landframe.

And, weird enough, the "burnP" entity is... an enemy
1748902290185.png
This is thanks to some weird behavious I was having with type none.
 
480 272,the lifebar,enemy 10 health,the lifebar "w" is 10.
960 544,the lifebar,enemy 10 health,it looks like the lifebar "w" is only 5.because 480 to 960.
I mut let the max =200,and let 10 health looks like "w" = 20,that's looks fine.

Um... I was expecting you to post your setting like this:
olbarsize 90 5 1 1 0 0 0 -300 -300

But anyways, which resolution are you using for your game?
 
Um... I was expecting you to post your setting like this:


But anyways, which resolution are you using for your game?
Before 480 272,now 960 544.
olbarsize 190 14 0 0 0 -300 -300 -300 -300
Maybe I must change 1 unit of health is 2 pixel long.
I find it for three days...I even don't know if it can be change-_-
 
Yes, you can. you can do it by script or simply using drawmethod remap

Code:
drawmethod remap {int}

Leave it alone or use -1 if you want to use current map. Don't use 0, because it means default palette.
But keep in mind that if your character icon shares the color with your character, if will get affected too.

Another method is spawning "burning body" entity and bind it to your character, while he is invisible. I do this on my Avengers game, but it can be a bit tricky to handle.
It will be easier to show you using OpenBORStats:

View attachment 10812

Note that the first frame is empty and its where I call an entity called "burnP" and bind it to my character.
And I kill it once I reach the frame 1, where is my landframe, because binded entities doesn't care about landframe.

And, weird enough, the "burnP" entity is... an enemy
View attachment 10813
This is thanks to some weird behavious I was having with type none.
Thank you my friend.
I'm too stupid to handle it..

drawmethod remap 0 or -1
frame data/columns/layers/Moriya/burn1.gif
It doesn't work-_-
Thank you for providing me with ideas. Let me study it again.
 
drawmethod remap 0 or -1
frame data/columns/layers/Moriya/burn1.gif
It doesn't work-_-
in fact, its working: its doing exactly what the manual says :)

In your case, you would first define a burn palette and get its index number. For example:

Code:
palette data/chars/jack/pal1.png # it's the index 0
alternatepal data/chars/jack/pal2.png #index 1
alternatepal data/chars/jack/pal3.png #index 2
alternatepal data/chars/jack/pal4.png #index 3
alternatepal data/chars/jack/freeze.png #index 4 - freeze map
alternatepal data/chars/jack/palburn.png #index 5 - burn map
alternatepal data/chars/jack/pal5.png #index 6
alternatepal data/chars/jack/pal6.png #index 7
alternatepal data/chars/jack/pal7.png #index 8

On the example above, pal 4 would be your freeze map and pal 5 would be your burn map
But you have to hide them from being selected, using commands "fmap" and "hmap"
fmap {int}

  • {int} determines which remap to use by the entity if it gets frozen by an freeze attack (See 'freeze' for more info about freeze attack).
  • You have to declare that remap with 'remap' before using this obviously.
  • If hero has 'fmap' set, the respective remap can't be selected at select screen and continue option.
  • If enemy has 'fmap' set, the respective remap can be used in levels. You might want to avoid using the remap unless you want to see Icemen on your levels.
hmap {a} {b}

  • Hides entity's remap from being selected (in select screen for players). The remaps can still be used with other features, like forcemap or script.
  • Hidden remaps are from ath remap to bth remap.
  • For example 'hmap 3 6', hides 3th, 4th, 5th and 6th remap.

so it would be:
fmap 4
hmap 5 5

Notice that I am locking only the palette 5, as I want to be able to pick palettes 6, 7 and 8. The freeze map is automatically locked once you set the fmap.
And I have a tip to share - it's not mandatory, but it helps you plan things: always use the same index for a certain type of palette.

For example, if you're going to use a freeze palette at index 4 on a character, use it as index 4 on all characters. This makes it easier to manipulate it via script later.

Here's an example I use in my Avengers game:
Code:
palette data/chars/captain/classic.gif
alternatepal data/chars/captain/buck.gif
alternatepal data/chars/captain/cap-punisher.gif
alternatepal data/chars/captain/expatriated.gif
alternatepal data/chars/captain/nomad.gif
alternatepal data/chars/captain/captain.gif
alternatepal data/chars/captain/freeze.gif
alternatepal data/chars/captain/venon.gif
fmap 6
hmap 7 7

I use index 6 as freeze and index 7 as the palette they use while poisoned (you can force this during attacks). The advantage of using the same index here is that I have code that blocks the use of special attacks if players are poisoned, but I can have characters that have "iron will", like Captain America, who can perform specials even when poisoned - after all, he can do this all day :)
 
in fact, its working: its doing exactly what the manual says :)

In your case, you would first define a burn palette and get its index number. For example:

Code:
palette data/chars/jack/pal1.png # it's the index 0
alternatepal data/chars/jack/pal2.png #index 1
alternatepal data/chars/jack/pal3.png #index 2
alternatepal data/chars/jack/pal4.png #index 3
alternatepal data/chars/jack/freeze.png #index 4 - freeze map
alternatepal data/chars/jack/palburn.png #index 5 - burn map
alternatepal data/chars/jack/pal5.png #index 6
alternatepal data/chars/jack/pal6.png #index 7
alternatepal data/chars/jack/pal7.png #index 8

On the example above, pal 4 would be your freeze map and pal 5 would be your burn map
But you have to hide them from being selected, using commands "fmap" and "hmap"
fmap {int}

  • {int} determines which remap to use by the entity if it gets frozen by an freeze attack (See 'freeze' for more info about freeze attack).
  • You have to declare that remap with 'remap' before using this obviously.
  • If hero has 'fmap' set, the respective remap can't be selected at select screen and continue option.
  • If enemy has 'fmap' set, the respective remap can be used in levels. You might want to avoid using the remap unless you want to see Icemen on your levels.
hmap {a} {b}

  • Hides entity's remap from being selected (in select screen for players). The remaps can still be used with other features, like forcemap or script.
  • Hidden remaps are from ath remap to bth remap.
  • For example 'hmap 3 6', hides 3th, 4th, 5th and 6th remap.

so it would be:
fmap 4
hmap 5 5

Notice that I am locking only the palette 5, as I want to be able to pick palettes 6, 7 and 8. The freeze map is automatically locked once you set the fmap.
And I have a tip to share - it's not mandatory, but it helps you plan things: always use the same index for a certain type of palette.

For example, if you're going to use a freeze palette at index 4 on a character, use it as index 4 on all characters. This makes it easier to manipulate it via script later.

Here's an example I use in my Avengers game:
Code:
palette data/chars/captain/classic.gif
alternatepal data/chars/captain/buck.gif
alternatepal data/chars/captain/cap-punisher.gif
alternatepal data/chars/captain/expatriated.gif
alternatepal data/chars/captain/nomad.gif
alternatepal data/chars/captain/captain.gif
alternatepal data/chars/captain/freeze.gif
alternatepal data/chars/captain/venon.gif
fmap 6
hmap 7 7

I use index 6 as freeze and index 7 as the palette they use while poisoned (you can force this during attacks). The advantage of using the same index here is that I have code that blocks the use of special attacks if players are poisoned, but I can have characters that have "iron will", like Captain America, who can perform specials even when poisoned - after all, he can do this all day :)
Thank you,you help me too much.
I need to spend time researching and studying.
 
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