Item/Trap Graphics: Difference between revisions

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Listing documentation from @lunaalex about valid sprite slots. Ported with permission.
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Within the [[SkyTemple]] editor graphics used by the game to render items and traps (including the Wonder Tile and stairs) can be edited.
Within the [[SkyTemple]] editor, graphics used by the game to render items and traps (including the Wonder Tile and stairs) can be edited.


== Item Sprites ==
== Item Sprites ==
EoS has 120 slots (numbered 0-119) used for items and effect sprites in dungeons. Not all are permanent entries, some updated at runtime with certain animations. In SkyTemple, slots 0 - 62 can always be seen. These are the sprites used for existing floor items.
EoS has 120 slots (numbered 0 - 119) used for items and effect sprites in dungeons. Not all are permanent entries, some are updated at runtime with certain animations. In SkyTemple, slots 0 - 63 can always be seen. These are the sprites used for existing floor items. Slot 63 is unnused in the base game, and appears in SkyTemple as a blank, transparent sprite.


=== Sprite Slots ===
=== Sprite Slots ===
It is possible to add custom item sprites without interfering with most existing ones. The valid, usable slots are ''italicized''.
It is possible to add custom item sprites without interfering with most existing ones. The valid, usable slots are ''italicized''.
Documented by @lunaalex (Discord):


* '''Slots 0 - 62''' are existing floor items
* '''Slots 0 - 62''' are existing floor items
* '''''Slot 63''' can be given to a new item sprite '''(1)'''''
* '''''Slot 63''' can be given a new item sprite '''(1)'''''
* '''Slots 64 - 81''' will always be replaced by the game at runtime with status animation sprites
* '''Slots 64 - 81''' will always be replaced by the game at runtime with status animation sprites
* '''''Slots 82 - 95''' can be given to new item sprites '''(14)'''''
* '''''Slots 82 - 95''' can be given new item sprites '''(14)'''''
* Edits to '''slots 96 - 103''' will ''permanently overwrite'' the sprites present in that row (existing Pokémon shadows to beta "for hp" text). Creating entries for these slots in SkyTemple (even if adding the correct sprites) ''will force the sprites to use Palette 0.'' This can affect entries that may have had different a palette originally assigned to them. For example, the ally shadows will no longer being shaded yellow, turning magenta instead. These entries include:
* Edits to '''slots 96 - 103''' will ''permanently overwrite'' the sprites present in that row. Creating entries for these slots in SkyTemple (even if adding the correct sprites) ''will force the sprites to use Palette 0.'' This can affect entries that may have had different a palette originally assigned to them. For example, the ally shadows will no longer be shaded yellow, turning magenta instead. These entries include:
** 96: small enemy shadow (black)
** 96: small enemy shadow (black)
** 97: big enemy shadow (black)
** 97: big enemy shadow (black)
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** 102: small arrow?
** 102: small arrow?
** 103: beta "for HP" text
** 103: beta "for HP" text
* '''''Slots 104 - 107''' can be given to new item sprites '''(4)'''''
* '''''Slots 104 - 107''' can be given new item sprites '''(4)'''''
* '''Slots 108 - 110''' will always be replaced by the game at runtime with water shadow animation sprites
* '''Slots 108 - 110''' will always be replaced by the game at runtime with water shadow animation sprites
* '''''Slots 111 - 119''' can be given to new item sprites '''(9)'''''
* '''''Slots 111 - 119''' can be given new item sprites '''(9)'''''


Any new entry after that slot (120+) will roll over into the next set of tiles, which will start overwriting attack animation sprites. In total, there are '''28 slots''' available for custom sprites.{{NavSkyTemple}}
Any new entry after that slot (120+) will roll over into the next set of tiles, which will overwrite attack animation sprites. In total, there are '''28 slots''' available for custom item sprites.{{NavSkyTemple}}

Latest revision as of 18:22, 10 April 2025

This article is unfinished. You can help expanding it.


Within the SkyTemple editor, graphics used by the game to render items and traps (including the Wonder Tile and stairs) can be edited.

Item Sprites

EoS has 120 slots (numbered 0 - 119) used for items and effect sprites in dungeons. Not all are permanent entries, some are updated at runtime with certain animations. In SkyTemple, slots 0 - 63 can always be seen. These are the sprites used for existing floor items. Slot 63 is unnused in the base game, and appears in SkyTemple as a blank, transparent sprite.

Sprite Slots

It is possible to add custom item sprites without interfering with most existing ones. The valid, usable slots are italicized.

  • Slots 0 - 62 are existing floor items
  • Slot 63 can be given a new item sprite (1)
  • Slots 64 - 81 will always be replaced by the game at runtime with status animation sprites
  • Slots 82 - 95 can be given new item sprites (14)
  • Edits to slots 96 - 103 will permanently overwrite the sprites present in that row. Creating entries for these slots in SkyTemple (even if adding the correct sprites) will force the sprites to use Palette 0. This can affect entries that may have had different a palette originally assigned to them. For example, the ally shadows will no longer be shaded yellow, turning magenta instead. These entries include:
    • 96: small enemy shadow (black)
    • 97: big enemy shadow (black)
    • 98: small ally shadow (yellow)
    • 99: big ally shadow (yellow)
    • 100: big ally shadow (yellow)
    • 101: small arrow?
    • 102: small arrow?
    • 103: beta "for HP" text
  • Slots 104 - 107 can be given new item sprites (4)
  • Slots 108 - 110 will always be replaced by the game at runtime with water shadow animation sprites
  • Slots 111 - 119 can be given new item sprites (9)

Any new entry after that slot (120+) will roll over into the next set of tiles, which will overwrite attack animation sprites. In total, there are 28 slots available for custom item sprites.