Use Screen->Draw functions: Besides the fact that I've never used these, they wouldn't be damage combos if they could be linked just like animated ffc's, and only use them for the upper 2/3 of the body. Is it possible to link draw functions to ffc's, or alway's keep them at X and Y of this->X or Y? How could I do this?
Well, you don't
need a damage combo to hurt Link, but since you can't manually flash his CSet damage combos might be best.
As for Drawing, it could work but be warned my early test with drawing tiles seemed to slow down the game abit, might not make much of a diference on a faster computer but not everyone has a 50 Terabyte CPU 😃
You have been warned...
So here is some code:
//For your reference:
////DrawTile(int layer, int x, int y, int tile, int blockw, int blockh, int cset, float scale, int rx, int ry, int rangle, int flip, bool transparency, int opacity)
//say just use 2 linked 4X4 FFC's for the front***
//then you can draw the back 1/2 of your boss, 8X4 tiles
//Then run this code inside the while loop in the FFC script for your boss
DrawTile(layer, this->x, this->y-64, tile, 8, 4, cset, 1, 0, 0, 0, 0, true, 128)
***(C-Dawg says this is buggy, I am going to be doing some extensive testing with large FFC's so I'll post any findings. They will be required for my battle system to work)
That should work for you, obviously I have no idea what layer, tile number, and cset you are useing so just fill em in yerself.
Some way to move combos on the current screen just like linked ffc's...I don't think this is possible...but I might be wrong.
As far as I know normal combos must be snapped to the 16,16 grid so not a good solution.
I did ask DD about getting more FFCs in a future build (I suggested 256) but it does not look good.
At the very least mabye the devs can optimise the drawing functions, posibly by only haveing them be erased and redrawn when they actually change instead of bieng erased with each frame, mabye post 2.5 :shrug: