Synchronized + Conditional Pushable blocks combo in one script. If Link pushes one, others move in the same direcction, if they can. Works only is specific Sreen D regester is set to specific value.
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_SYNC_COND_PUSHBLOCK_SOLID constant.
Effect Width and Height used. If TileHeight is greater than EffectHeight / 16, then the script calls SyncCondPush 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.
D4 - Screen D register to track
D5 - 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.
//SyncCondPushRender
//Renderer for SyncCondPush blocks
//Place, gridsnap, and align on bottom with large pushblock.
//D0 - ID of pushblock FFC