Language…
24 users online: anonimzwx, bMatSantos, DashGamer, Dennsen86, Domokun007, Gorry, GRIMMKIN, h.carrell, iRhyiku, Joaokk19990, Knight of Time, lo fang 123, Maniek, Metal-Yoshi94, Michel2023, Nayfal,  NopeContest, Serena, ShadowMistressYuko, Silver_Revolver, sinseiga, steelsburg,  Tahixham, Tulip Time Scholarship Games - Guests: 297 - Bots: 426
Users: 64,795 (2,374 active)
Latest user: mathew

Overworld Exanimation Question

Here's some background for the issue: I want to use the 'special world clear' palette as a night-time palette, so after level 125 is cleared, the overworld is dark. My issue is with the flashing yellow and red colors used for the level dots. They are very bright compared to the other colors, so to darken them I disabled the original game's level dot animation in animation settings, and added a darker dot palette animation. The problem is that this darker animation overwrites both the 'special world clear' palette AND the regular palette. I need it to only edit the 'special world clear' palette. How do you do this? If it has to do with triggers, I would appreciate some guidance.
You can set the trigger to something like "Event Manual 8", then use the "Trigger Init" button to set the initial Manual 8 frame value to the event that gets passed when you pass level 125. The first half of the frames will be used for the non-triggered animation, and the last half for the triggered animation.

Though note that the event gets passed after the path animation is done. If you don't like that and want it done sooner, you may need to do some custom ASM to check the level passed flag instead and then set one of the custom ExAnimation triggers yourself.