A variant of Large pushblock + tall pushblock.
Credit goes to Mero for idea.
Update 24.04.2022 - Inherent trigger flags supported.
Update 3.5.2022 - Added 3 new flags - continue moving in direction until hitting obstacle, ignore triggers, require triggers with same CSet as FFC`s Cset.
Update 13.1.2023 - fixed color dependant teiggers
Update 10.02.2024 - Fixed horizontal push detection. FFCs with "ignore triggers" flag set are now excluded from puzle solution checking, just like enemies with "Don`t count as beatable" flag.
Update 17.02.2025 - Placing FFC on top of solid combo will make it used for solidity, allowing combos underneath FFC to be used in conjunction with combo-related puzzle, such as Matrix Password Puzzle.
1.Set up solid combo with blank tile for CMB_TALL_PUSHBLOCK_SOLID constant.
2.Effect Width and Height used. If TileHeight is greater than EffectHeight/16, then the script calls TallPush Renderer, so FFC sprite rendering is aligned to bottom edge of FFC`s hitbox.
D0 - bracelet level requirement.
D1 - allowed push directions. Add together - 1-up, 2-down, 4-left, 8-right. 0 for all directions.
D2 - add together: 1 - gets stuck after 1 push, 2 - gets stuck when landing on trigger, 4 - icy block, continue moving in direction until hitting obstacle, 8 - ignore triggers, 16 - require triggers with same CSet as FFC`s Cset, 32 - animation on push (uses next combo in list).
P.S. If you want for support for combo-related puzzles, like Matrix Password Puzzle, place exactly similar-looking FFC with script on top of solid puzzle combos, such as blocks with letters inscribed on them.