Large Pushable blocks + Tall pushables. Conditional variant, Requires specific screen D state set, otherwise it`s not pushable. Originally found in various GB Zelda games.
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 12.09.2024 Fixed D1 not defaulting to 4-way pushing, default push margin +1.
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.
Set up solid combo with blank tile for CMB_COND_TALL_PUSHBLOCK_SOLID constant.
Effect Width and Height used. If TileHeight is greater than EffectHeight / 16, then the script calls CondTallPush 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)
D3 - Screen D register to track
D4 - Target screen D value.
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.
//CondTallPushRender
Renderer for CondTallPush blocks
Place, gridsnap, and align on bottom with large pushblock.
D0 - ID of pushblock FFC