Originally Posted by
Saffith
That's ffc->InitD[].
Oh yeah! I remember seeing that before. Sorry I bug you about things that slip my mind sometimes Saffith, you're great for helping me though. That last thing you reminded me about for(blah blah, x+=16) is something I had already thought of too and forgot about.
Code:
void ArgChange(int a,int b,int c,int D,int x)// (Dmap, Screen, FFC, Argument, What to change the argument to)
{
if(Game->GetCurDMap()==a&&Game->GetCurScreen()==b) //Function only activates on screen a of DMap b
{
ffc FFC=Screen->LoadFFC(c);
// Changes Argument (D) of ffc (c) on screen (b) of DMAP (a) to x
if(D==0){FFC->InitD[0]=x;}
if(D==1){FFC->InitD[1]=x;}
if(D==2){FFC->InitD[2]=x;}
if(D==3){FFC->InitD[3]=x;}
if(D==4){FFC->InitD[4]=x;}
if(D==5){FFC->InitD[5]=x;}
if(D==6){FFC->InitD[6]=x;}
if(D==7){FFC->InitD[7]=x;}
if(D==8){FFC->InitD[8]=x;}
if(D==9){FFC->InitD[9]=x;}
}
}//With this script someone could change the arguments of the given ffc of the given screen on the given dmap triggered by any other game event when it occurs by writing in the ArgChange
//function.
Well alrighty then. Maybe this post should go into the Scripting Database then instead now that it's done. Thanks!