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FFC's larger than 16x16 massively buggy.

24 replies · 4,233 views · Started 12 October 2007

A few things I've noticed:

ffc's don't want to animate at all when using an animated combo, or will animate wrong, and sometimes abhorrently wrong combos are shown when one of the combos in the ffc is blank. (ie no tile set to combo)
That's as far as I've been able to get with these, as I'm 0% getting it to work it all. :sad face emoticon:

Can you send a test quest with an explanation of what SHOULD be happening with the ffc (just in case it's not immediately obvious)?

Well fooey if it isn't immediately obvious. 😛

..yeah, I'll cook one up for you....

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Alrighty then, One quest coming up! for 584. map0, first two screens...6.7 and 7.7.

Everything is set up pretty self explanatory. They're all supposed to animate, and somehow I put the animated combos on page 100 or so....I do not know why. :tongue:

Oh, and for some reason the tile width and height have no effect...it's the one that I decided to set to 1,1 for no good reason at all, what's those boxes functions normally?

I didn't know they worked at all without loading a tile, even if you want a blank in there you have to load one.
All of my FFC's are working as expected in 584, even the animated combos.

Combo cycling combos of larger than 16x16 seems to produce rather buggy effects also. I'm afraid I can't name them exactly off the top of my head, but I seem to remember trying to have an FFC that was 32x32, animated for a few frames, then cycled to blank. It would often, say, flip some of the combos round, or I think assign the wrong ones.

I've also had problems cycling 16x16 ffcs, such as them skipping the animation and going straight to the cycle to combo.

Gleeok, I think you are setting up the big ffcs wrong, the graphics shown for the extined tiles will be taken from the Tiles page not the combo page, so ajust your tiles to look exactly how you want the FFC to appear. For animation I assume you would have to skip nx ny amount of tiles equal to the FFC's height and width. as for cycleing I have not tested that yet.

Map 1 Screen 76 Check it out:
http://www.mediafire.com/?2orwb43e9og

ShadowMancer wrote:Gleeok, I think you are setting up the big ffcs wrong, the graphics shown for the extined tiles will be taken from the Tiles page not the combo page, so ajust your tiles to look exactly how you want the FFC to appear. For animation I assume you would have to skip nx ny amount of tiles equal to the FFC's height and width. as for cycleing I have not tested that yet.

Wait...What!?

Are you telling me that making a 4x4 animated ffc isn't going to use combos but tiles from the tiles page? What about inherant combo type, damage combos and all that? How the hell can you animate from the tiles page, wouldn't the animation overlap or something. Well would someone mind explaining this? Apparantly NOBODY knows how to get these to work.

It can't take them from the tile page, you can make them animate and cycle. It's buggy, but possible I'm sure.

Yeah, I took a few minutes to work it out, but I have not figured out all the details yet. So is this the only buggy behaivor of big FFC's that you and C-Dawg have found or are there other bugs flying around?

Yep, your right about there being actual bugs.

FFC's larger than 1x1 don't maintain their current combo type, IE Damage combos, etc. Ouch...

And DN i'm sure about this one. :laughing:

edit*..nobody quote that....just in case....

FFC's larger than 1x1 don't maintain their current combo type, IE Damage combos, etc. Ouch...

(I quoted you) :P
Anyway. The solution to this is the comboH and comboW boxes, this is the 'Aera of effect' for the FFC. you can even set it larger then the combo tiles if you want (evil invisible damage combos :sly: )
So to recap my findings:
tile width/height controls the FFC appearence set in increments of tiles 1-4
combo width/height controls the effect of the combo type set in pixles (0-??)
animation requires useing the skip x/y in the combo editor
still need to tackle cycleing(although I never got cycleing to work the way I want even with normal combos, so I'll have to play with it ahwile)

Any more bugs?? *enters kung-fu pose ready to squash em*

Well fuck me....

...and that's what I've been saying all along. I mean c'mon people, stop posting things as bugs when everything is obviously working fine....:sweat:...:goofy:....

....Did anyone hear the one about the oscillating fan? ...it blows.
......How about the joke about the vaccum cleaner...?

what is this skip x/y?

Also, someone (I'm looking at you shadowmancer :P) should write up a document on this a post it everywhere ever.

Joe123 wrote:what is this skip x/y?

Download the quest and find out. 😉

...or you can just go to the aquamentus tiles, set x skip to 2, ffc to 2x2, and figure it out from there.

And yes......DOCUMENT!

Alright, I can write up a document about this, I don't know if my descriptions are always clear enough for official documention but if someone posts it to the Wiki it can be cleaned up by any editor if needed. I am going to do abit more testing first to make sure all the bugs are cleaned up. Like write some scripts inolveing large FFCs and see how they react to different things.

what is this skip x/y?

This is in the Combo Edit Screen the boxes to the right of animation speed I think

......How about the joke about the vaccum cleaner...?

Yeah, it sucks big time 😛

Dark Nation wrote:So, bug? Yes? No?

Well, not only is the stuff I've aforementioned not a bug, but it works really good. Super job with the implementation of FFC's devs. :thumbsup:

I think some people were having trouble with the combo cycling of ffc's though. Guys, what's the verdict on that one?

The cycling combos that I have applied to FFC's have worked, but mine are pretty simple and straight forward.

Mine is also simple, but it seems unreliable. It will often not run the animation, and just cycle straight to the cycle to combo.

And what do those Askip x and y things mean?

EDIT: Woahh, that example quest was really helpful. I still don't really understand how those Askip things are working though. And, why don't the FFCs just use the number of combos in a row? Is it because of the combo attributes and that size box thing?

EDIT: Woahh, that example quest was really helpful. I still don't really understand how those Askip things are working though
I have not quite figured out the exact system myself. I've just been playing with the numbers until they work right 🙄

why don't the FFCs just use the number of combos in a row? Is it because of the combo attributes and that size box thing?
Figure if you have a bunch of combos in a row, each is a different type (damage,etc) that would act really weird, and the large FFC's might just not be programmed that way, they may only be able to handle one combo type at a time (this is all assumption of course, and you know what they say about assumeing...)

Does somebody have an example quest of an FFC not cycling correctly?

I just tried large FFC's with cycleing, seemed to work just dandy did not try makeing them different types or anything fancy, but visually it works.

I would mark this Not a bug unless anyone can find an actual bug here... 😎

Everything else seems to work fine too....awesome.

And check it out, did you know that changers can effect ffc's larger than 1x1? Also scripts seem to handle these just fine also.
Has anyone using scripts tried this->Data on a big ffc?

Yup, This->Data works fine on large ffcs.
However my custom boss doesn't :P
Ah well, I've been too busy making snow combos instead.