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