How to add custom Items: Difference between revisions

creating tutorial page for items
 
m minor formatting fixes, linking to sections
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<small>(Note: all ST screenshots are cropped to save space)</small>
<small>(Note: all ST screenshots are cropped to save space)</small>
[[File:Item tutorial 8 exporting stick.png|alt=Screenshot of Stick sprite with the Palette ID set to 1|center|350x350px]]
[[File:Item tutorial 8 exporting stick.png|alt=Screenshot of Stick sprite with the Palette ID set to 1|center|border]]
[[File:Item tutorial 9 export dialog.png|alt=Screenshot of export dialog ("This exports currently selected image with the currently selected palette. image will contain all palettes")|center]]
[[File:Item tutorial 9 export dialog.png|alt=Screenshot of export dialog ("This exports currently selected image with the currently selected palette. image will contain all palettes")|center|border]]
This means that the sprite of the Stick will ''look'' brown, but still have the full colormap in its data. Opening the PNG in a sprite editor shows which colors will be used in each variation of the palette. Using an eyedrop tool or color selection mechanic can highlight the index of the brown being used (index 25). Finding the other shades of brown from there gives a point of reference for each row.
This means that the sprite of the Stick will ''look'' brown, but still have the full colormap in its data. Opening the PNG in a sprite editor shows which colors will be used in each variation of the palette. Using an eyedrop tool or color selection mechanic can highlight the index of the brown being used (index 25). Finding the other shades of brown from there gives a point of reference for each row.
[[File:Item tutorial 10 stick index example.png|alt=Screenshot of Stick PNG open in sprite editor, showing which colors share the same columns|center|thumb|408x408px|These colors (23-25) share the same positions within every palette]]
[[File:Item tutorial 10 stick index example.png|alt=Screenshot of Stick PNG open in sprite editor, showing which colors share the same columns|center|thumb|408x408px|These colors (23-25) share the same positions within every palette]]
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=== Importing Past Slot 63 ===
=== Importing Past Slot 63 ===
As noted in <nowiki>[[Item/Trap Graphics]]</nowiki>, '''slots 64 - 81''' will always be replaced by the game with status sprites. This means whatever you import into these slots is ''not permanent,'' and the next valid slot is '''82'''.
As noted in [[Item/Trap Graphics#Sprite Slots]], '''slots 64 - 81''' will always be replaced by the game with status sprites. This means whatever you import into these slots is ''not permanent,'' and the next valid slot is '''82'''.


By default, SkyTemple only shows entries for the existing slots. In order to reach slot, you need to import “blank” sprites. Create a PNG that uses the dungeon item colormap, filled with Palette 0’s blue transparency color. When importing, make sure to have “insert a new entry” option turned '''on''', so slot 63 isn’t replaced.
By default, SkyTemple only shows entries for the existing slots. In order to reach slot, you need to import “blank” sprites. Create a PNG that uses the dungeon item colormap, filled with Palette 0’s blue transparency color. When importing, make sure to have “insert a new entry” option turned '''on''', so slot 63 isn’t replaced.
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==== Current Limitations - Important ====
==== Current Limitations - Important ====
{{Main|Item/Trap Graphics}}
{{Main|Item/Trap Graphics#Sprite Slots}}
Edits to '''slots 96 - 103''' will ''permanently overwrite'' the sprites present in that row (this includes things like Pokémon shadows).
Edits to '''slots 96 - 103''' will ''permanently overwrite'' the sprites present in that row (this includes things like Pokémon shadows).