If you check "Uses Pal Cset" on an enemy, hit ok, go back to the editor, uncheck it, hit ok again, and then go back to the editor, you'll see that it's still checked. Once it has been checked and confirmed, it's impossible to remove. Likewise, enemies that have this set by default cannot have it turned off.
Can't remove "Uses Pal Cset" in enemy editor(b509)
Hmmm...I got it to work just fine..In fact I no longer have any bosses using cset 14...!?....
Ah! AmazingAmpharos, try this and see if it works: Click on N.Tile, select a cset 0-11 with + or-, reconfirm the tile you want to use, and uncheck "use pal cset' hit OK.
-Basically you can't use cset 14 and have the box unchecked at the same time. Lemme know if this helps.
I see what it's doing now, and IMO it's still a bug. You can only cycle through csets 0-11 on the tile selection. Checking the box and hitting okay automatically sets it to cset14 which is not a normally valid option in the tile selection. Until you go and change this, it will simply refuse to let you stop using pal cset. I really don't see why it shouldn't snap back to a normal cset when you uncheck the box or why it has to change that to cset 14 like that since that's not even what the enemy will look like.
For the record Gleeok, I am not really trying to do anything. I'm just testing things to see if they work properly. I was just randomly screwing around on Ganon's properties trying to see if I could cause something to work wrong when I came upon this.
It's cool. I was just trying to help you set up enemy csets in the meantime. The fact is that I have no real understanding of how the use pal cset box is supposed to work as there is no explanation for it. Example: I thought the Patra uses cset 15. How the heck do I select cset 15? Or gleeok1, In Zhelp document it says misc sprite cset 1 is for normal Gleeok.
Ok, to understand this feature, you have to understand the (somewhat deep) magic behind bosses: all bosses, instead of using a sprite CSet like normal enemies, all use CSet 14. You can't edit CSet 14 in ZQuest, and even if you could, there would be no point. Bosses each have a special CSet, a "boss pal," hard-coded in ZC, which is copied into CSet 14 when the boss is created.
Here are the values of the "boss pals" in use:
0: Aquamentus
1: Gleeok
2: Digdogger
3: Ganon
4: Brown (?)
5: Pile (?)
6: Blue (?)
7: Red (?)
8: Gold (?)
9: Icon 1 (?)
10: Icon 2 (?)
11: Icon 3 (?)
12: Icon 4 (?)
13: Gleeok 2
14: Frozen (?)
What the "Use Pal CSet" box does, then, is tell ZC to treat the enemy as a boss, and load a completely separate CSet for that enemy. To do so, the enemy's CSet must be set to 14 (which the checkbox does for you). The actual colors used for the enemy are then determined by the value in the "Pal CSet" box, which should be one of the above.
It's not possible to uncheck "Use Pal CSet" as long as the enemy's CSet remains 14, because CSet 14 doesn't make any sense without the extra piece of information telling ZC what boss colors to use. Thus if you want to disable the "boss pal" feature for an enemy, you must first give it a legal (non-boss) CSet.
Incidentally, this kind of information is perfect for inclusion in the ZC Wiki, if somebody wanted to do a little more investigation into the ?-entries above 😉
I understand how it works, and I could tell you what most of those unknown numbers are. 4 is Ganon before you shoot him with a Silver Arrow but after you'd done 16 sword strikes of damage to him, and 5 is the color of the pile he leaves behind (Ganon is a beast; he uses three Pal Csets which begs the question of how editing the Ganon enemy changes all his various colors - if I had to guess, I'd say that the latter two colors are hard coded). 6-8 are Link with rings, and I think they totally overwrite Cset 6 when you get the rings. 9-12 are the colors for the game icons on the file select screen. As per 14, I don't think it's currently used at all. Frozen would make sense; it must be a part of the unimplemented ice magic.
I don't get why it can't remember the number in the standard Cset field and, if the checkbox is checked, simply use 14 in the player instead of the number there. I suppose it's not a big deal, but it would make the enemy editor that little bit more player friendly.
14 is where the cset that the boss enemies use are transfered to and then loaded from
So... if you are recoloring an Aquamentas, it's cset 0 of esp 1
You would go to it in esp1 and load it to cset 9 and go into the tilepage to it and change to cset 9 to view the way it looks.
BUT when it's used it the game, it is loaded into cset 14 and displayed through there.
Load to cset 9 I just noticed is broken in 528