The last time the "swfMod:Folder/Folder/----.swf" code worked was in v5.41a.
Can you elaborate on this problem? Perhaps you could share an example file, or explain the process step-by-step so that we can reproduce the problem and study it.
There are several ways to activate a charCode (manually, via
Character Folder activation, via dialogueActions scripting, inclusion in another SWF file via the charData field) - each of which carries potential conflicts or complications. There may also be peculiarities which apply to the
specific SWF file that you've chosen (e.g. dependency on Loader mods which are missing, or risk of Overwrite from subsequently-loaded mods). It's complicated.
For example, I can load the following charCode snippet manually ... but it won't work when pasted into the
Code.txt file of a Character Folder.
swfMod:./mods/widow/Widowmaker.swf;
(The following is opinion and
ModGuy
is welcome to contradict me) I'd say that the "swfMod:" syntax should probably be avoided when possible. It disrupts the usual load-order and sometimes includes long filepaths. Hence it tends to be "brittle" and not especially conducive to file-sharing. If you can achieve the desired result by other means (e.g.
Character Folders or
moreClothing or
SwitchSet) then I'd encourage you to do so.
I want to learn to edit swf files, but I haven't really played with them much.
It depends on what you mean.
If you want to grab a completed SWF file and tweak it (e.g. recoloring a few hair strands, or shortening a skirt for greater sex appeal) then you'll find that it's actually quite tricky. This sort of approach works well with some games -- for example, a noob can merge or manipulate Skyrim costumes in Blender (even if they've never touched the Creation Kit). SWF files are not intended for such manipulation, and you're likely to run into serious roadblocks.
If you want to learn Flash modding by dissecting and editing the work of other people then that's valid, but you should probably
look for FLA source files instead of SWF files. For example: Dante has
shared a huge library of FLA files. Modders occasionally provide download links alongside their compiled files (here's
one of mine), but usually omit them in order to avoid silly questions (
"Please help! Your FLA file doesn't work! How do I load it into the game?!"). If a modder is still active then they'll often be willing to share their source files (along with advice and assistance) if you simply
ask. Most people are somewhat vain, and they're happy to see an "apprentice" express interest in their work :)
You can use decompilation in order to revert a SWF file into a usable FLA source. This will generally recover all of the vector-art assets and some of the AS3 script. Unfortunately you'll lose all of the structure (such as variable names, shape names, inline documentation, element hierarchies, etc) which makes the whole thing difficult to understand. You'll also lose any non-output elements, such as reference layers, template shapes, and usage notes or sketches. Hence, the resulting FLA file will be a poor learning resource and it won't help you to understand the Flash modding process.
Why doesn't this site have downloads for the programs that edit .swf files?
Because Undertow members haven't written any such programs, and we generally don't mirror anything without the author's consent.
Within the forum you can find a few mentions of
JPEXS ffdec, which is the tool that I use when inspecting SWF files (for troubleshooting as well as modding purposes). Some modders employ
FlashDevelop or
Flash Builder. I tend to write code in a barebones text editor and then use the
lightweight compiler.
AdrianMcClean goes even further, demonstrating that it's possible to assemble custom graphics and custom code, via command-line tools, into a usable SWF file.
If you get in touch with a particular modder (e.g. to ask for source files or tutorial advice) then you're welcome to ask them about the tools or workspace which they use.