Item/Trap Graphics: Difference between revisions

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* '''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 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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* '''''Slots 111 - 119''' can be given 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}}