There are a couple problems with this script. Most importantly is NES Caves recycle the same screen so FFCs aren't possible. [Actually I am not sure if FFCs can carry over from the entrance screen to an NES Cave. Even if that would be a more complicated approach.] Another thing is the fire in NES Caves are NPCs as well and I am pretty sure they spawn first and the Guy last. You can disable the fire in caves but the script doesnt account for it. You also cannot effectively write to npc->Tile. You have to use npc->OriginalTile. Also the FFC script will probably run before NPCs have spawned so checking for them will be ineffective.
I could add in values for X and Y coordinates in my script but that would take up 2 more global variables. If someone requests this I can do it easily.
So, wait, if FFCs can't carry over from the entrance screen to caves, how does your script work? I mean, isn't part of making your script work placing an FFC on the entrance screen?
So, wait, if FFCs can't carry over from the entrance screen to caves, how does your script work? I mean, isn't part of making your script work placing an FFC on the entrance screen?
The ffc script only sets a couple global variables to it's arguments' values. The global script does the checking and "switching" or Guys. This is why if you don't set the ffc you'll end up with the last "Custom Guy" you used or as I am calling him now "0 Guy."