I can't quite put my finger on the problem, but what is happening is I am setting the data of an FFC and its not changeing.
ffc weap = Screen->LoadFFC(32);
weap->Data = n;
//buncha code includeing a Waitframe();
weap = Screen->LoadFFC(32);
weap->Data = 0;
the first time I set the data it works, but the 2nd time it refuses to disapear
I am posting an example quest that clearly shows this issue. I may be codeing it wrong, but this method should work, right?
You will find the code in void stabit.
I've been mulling over this code for a few days and can't seem to find out the solution, mabye I'm just too close to the project and need another pair of eyes, anyway I would appracite anyone with alittle scripting knolodge to take a look at the example quest and see if you can see something I don't. It may be a bug or just a codeing mistake... 😕
Demo Quest
UPDATE: I've tried a few more things like assigning a different varible to the ffc after the waitframe, no avil it seems once the Screen->LoadFFC is called once, I can't get command of the FFC again..
You've seen the doomsday script right? That changes the same ffc->Data every second and works fine.
What happens if you change
weap->Data = 0;
to a non-zero combo number like 49..(or another blank translucent combo)..?
What happens if you change
weap->Data = 0;
to a non-zero combo number like 49..(or another blank translucent combo)..?
Absolutely dog crap 😞
I've tried many combinations of things
I think the problem may be that I am calling the FFC from a function rather then an FFC script but this should make no difference. THis is the first time I attempted to use a void function to compleatly control an FFC, ah mabye I'l just switch it to a global script for now until this is sorted out, I gots pepz waitin' on my scripts 😊
Okay, I've had a look at your script, and, um, just as an aside, why're you using an FFC purely for tile-drawing purposes? Shouldn't you be using DrawTile()?
why're you using an FFC purely for tile-drawing purposes? Shouldn't you be using DrawTile()?
Well, the stab sword I guess is just for looks and I could just check for enemies in the proper position relitive to Link, but I also have an FFC that
should follow the candle flame (it will be invisible when I am done testing) and test for specific combos (well that part works fine, anyway). Also if I can get this technique to work right I am going to be makeing more FFC weapons, and the idea is to be able to use mutiple types of weapons by recycleing the same 6 FFCs which will be there on every screen w/out haveing to assign a script to the FFC each screen, just by useing item scripts and functions.
So wait, is there a bug or not?
So wait, is there a bug or not?
Well to quote myself:
I think the problem may be that I am calling the FFC from a function rather then an FFC script but this should make no difference.
That remains the basic problem, unlesss _L_ uncovered something he is not telling me 🙄
Alright I figured it out.. This is Not A Bug
I called a function from an item script, I originally thought the function would act as its own script, but I see this is not the case (duh I shudda known that) the function still operates within the script that called it, so as soon as Waitframe is called, end of script... no bug just a misunderstanding.
Use the item script simply for triggering global vars or ffc scripts is how I go about it. But I feel your pain, it took me awhile before I could get a formula that I liked for item scripts. I'm still kinda working on it....
Use the item script simply for triggering global vars or ffc scripts
Bingo! this is exactly what I did (see the script 4 yourself)