If you have a script that puts an FFC right under Link - for dashing animation, charging animation, that sort of thing - he will be immune to the effects of combos he walks over. Including warps, and even damage combos on other FFCS!
FFC Covers up combo attributes
I'm playing around with this bug. The FFC will still cover other combo effects if it is not quite under Link, but one tile away. I'll see how far the FFC needs to be from Link before it stops covering up other combos.
Yes. Currently flags stack, but combos do not, with FFCs preempting all combos they touch.
I suppose all combos should combine their effects, controlled by some sort of "combo precedence." This change will be substantial; I'll work on it later tonight.
Added an FFC flag "Ethereal" to the next build. If checked, combos and flags leak through the FFC.
Kewl! I was hoping this bug got addressed. Otherwise, the player character in Zodiac can dash straight through any damage combos without effect.
What is the ZScript command to activate this flag? this_ffc->Flag[8]?
Finally, can you explain a little more about how this works? If the FFC is etheral, will it have no effect on the player itself, instead letting other combos and FFCs take effect? Or will it add all effects together?
Thanks for fixing this obscure bug.
If an FFC is ethereal, the it is completely ignored for the purposes of detecting whether or not Link is touching a combo or combo flag (as if the FFC were a Changer.)
I was pondering merging the effects of non-Ethereal combos, but decided against it for various reasons, including complexity and backwards compatibility. It's something that can perhaps be revisited post-2.50.
Access it using FFCF_ETHEREAL (= 9).