If Link pushes one, others with same ID will move in the same direcction, if they can. Found in various GB Zelda games.
Be careful with dangerous synchronized iceblocks!
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.
Uodate 12.09.2024 Fix D1 not defaulting to all directions.
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_SYNC_TALL_PUSHBLOCK_SOLID constant.
/Effect Width and Height used. If TileHeight is greater than EffectHeight / 16, then the script calls SyncPush 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 - sync ID. Pushblocks with same ID are linked.
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.