Mario 3 - styled card minigame. Stand on FFC and press Ex1 to pay initial cost. The cards are shuffled.
Stand on card and press EX1 to flip it over. If 2 of the same kind drawn, an effect resolves, otherwise cards flipped facedown. Most cards add counters, some have special effects.
Some cards are labeled as Whammies, which, if matched, end the game. The game also ends, if certain count of mismatches is made.
1.Set up PAIRLUCK3_DECKSIZE combos for different card effects
0 - card back
1 - blank
2 - Arrows + 50% max
3 - Bombs + 50% max
4 - Super Bomb +1
5 - HP + 50% max
6 - MP + 50% max
7 - Doubles next reward or penalty
8 - +50 rupees
9 - Triggers screen secrets
10 - Awards Link item
11 - Lightning strikes Link for damage
12 - Enemies spawned
13-15 - general purpose (scripts). In the demo, 14 is a pit that sends Link into instant death spikes.
16-25 - script counters(1-10) + 50%+max
26-31 - general purpose (scripts). In the demo, 14 is a pit that sends Link into instant death spikes.
2.Assign CF_PAIRLUCK3_WHAMMY inherent flag to certain combos
3.Place combos from step 1, forming the grid and deck of all possible outcomes in the game
If you use combos like pitfalls, block off play area with CMB_PAIRLUCK3_BARRIER combos to prevent accident falls.
4Place FFC with card back combo and script assigned
D0 - #####.____ - string to display at introduction.
D0 - _____.#### - string to display when the game is started.
D1 - game cost, in rupees.
D2 - damage dealt by lightning (card#11)
D3 - ID of item to reward (card#10)
D4 - #####.____ - Number of enemies to spawn (card#12)
D4 - _____.#### - ID of enemies to spawn(card#12)
D5 - Mismatch count limit. If it expires, game ends. 0 for unlimited.
D6 - combo position to render HUD for minigame
D7 - #####.____ - string to display at ending the game via max win.
D7 - _____.#### - string to display at ending the game via Whammy.