Not much to say. It renders animation effect on Link, when he is on specific combo/s depending on Link`s inventory.
Update 13.07.2023 - You can now defune different combo effects depending whether Link is walking on that combo or just standing on it. Example - protective aura gererated by working passive item that prevents evil combo effects.
1.Find UpdateComboEffects() function inside script file and copy RenderComboEffect for each combo that should have effect to render with following arguments:
// cmb - leave as this
// targcmb - if Link is on that combo (from combo table), render effect.
// cmbeffect - combo to use for rendering animation
// csetdffect - Cset to use for rendering animation
// itm - item that cancels rendering this animation, for instace, when that item prevents speed penalty when walking on that combo.
// reverse - if true, item mentioned in "itm" will be instead REQUIRED to render combo effect, like protective aura on boots vs damage combos.
// drawover - if true, combo effect will render on top of link, instead of under.
// animatemoving - if true, then different combo effect is used (next in list), when Link is moving on that combo.
2. Global script combining: Put UpdateComboEffects() function after Waitframe() command inside main loop of active global script.