Time limited pushblocks. Push them all on triggers before time expires and they go boom. Straight from Goof Troop (SNES).
Update 14.01.2023 - Fixed color-dependant triggers. Reworked defusing when landed on trigger (flag 64 in D2).
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 - Added combos that can recharge combos pushed on to add more time before things go boom. See new constants in script file.
1.Set up sequence of combos for timer rendering.
2.Set up solid combo with blank tile for CMB_TIMED_PUSHBLOCK_SOLID constant.
3.Place combo with 1st combo from step 1. Effect Width and Height used.
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 (disarms timer), 4 - icy block, continue moving in direction until hitting obstacle, 8 - ignore triggers, 16 - require triggers with same CSet as FFC`s Cset. 32 - Start timer at screen init, 64 - defuse bomb by landing on trigger, 128 - superbomb explosion
D3 - delay between frames, in frames,
D4 - Number of frames
D5 - Damage by explosion. 0 for simple vanish.