That was Matthew, not me...
Right, well.
Checking Link's position on the screen is as easy as:
Putting that command returns the value of the top-left pixel of Link's current location, as an integer that you can use for whatever purpose.
You can also set it to move Link.
FFC movement:
You can either:
Acces the ffc's coordinates directly the same way as you did with Link's, or:
Code:
this->Vx = whatever;
this->Vy = googol;
Set the vertical and horizontal component's of the ffc's velocity, a bit like that.
A googol is probably a bad idea though.
Please note that there is an important discretion between:
Code:
this->Vx = 20;
this->Vx == 20
Note how I finished the first line with a semi colon, but not the second.
'=' means 'is set to'
'==' means 'is equal to'
All functions finish with a semi-colon, so the first line is a function, setting the Vx to 20.
The second line you would use as the requirements for an if or while, to check whether the ffc the script is attached to's horizontal velocity is equal to 20.
[EDIT:] Aswell as the discretion between:
Code:
this->Vy = foo;
foo = this->Vy;
The first will set foo to the script's ffcs speed, while the second will set the ffc's speed to foo.
That's probably obvious, but important to note nonetheless.
[/EDIT]
On a(further)n aside, declaration and manipulation of different ffcs:
If you just put 'this', it's pointer is already loaded as the ffc the script is attached to, but if you want to reference another ffc, you must load it like this:
Code:
ffc foo = Screen->LoadFFC(5);
Then you can reference foo and tell it what to do:
Code:
foo->Vx = 5;
this->Vx = 98.7
In the same way as you can set the ffc that the script is attached to's info.
To change the ffc to make it flash, you want:
Which will set the combo attacked to the ffc to the combo ID you give it.
Anything you don't understand, feel free to ask away to your heart's content.