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[819] Placing FFCs on Warp-type Combos Breaks Tile Warps?

2 replies · 1,207 views · Started 04 July 2008

Put a "Cave (Walk Down) [A]" combo on the screen and set up your tile warp as you normally would. If you then put a Freeform Combo on the screen, at the same X,Y position as the Cave combo, the tile warp no longer works (if the FFC Combo ID is non-zero). Getting rid of the FFC, or setting its Combo ID to 0, causes the tile warp to work properly again. (Note: I only tried this using a Entrance/Exit style tile warp, using warp A.)

An example quest is linked below. Walk Link into the cave, he won't warp anywhere. If you edit FFC #1 to set its ID to 0, the warp will work.

warp_bug.qst - 0.80MB

*EDIT* I'm not sure if the quest link thing is working or not...hopefully I've described the issue enough that you can reconstruct a simple quest...

Did you try and set the ffc flag "Ethereal"?

I always thought this was intentional, that is, to mask the lower layered combo types with the type of the combo that is above it (but still below Link). ..Though I never messed with all the different combinations of flags and whatnot either...

Gleeok wrote:Did you try and set the ffc flag "Ethereal"?

That seems to do the trick. Guess this isn't a bug....:redface:

The Wiki says this about the Ethereal flag: "If this flag is checked, the FFC's Combo Type and Inherent Combo Flag are ignored by Zelda Classic, and have no effect."

...so...a FFC's Combo Type/Inherent Combo Flag will always override the Type and Flag of a "regular" Combo under it, unless the Ehtereal flag is checked?

(Feel free to move this over to the ZQ forums if this is no longer bug-worthy.)