1. Combine dependency global script functions. Put
LinkMovement_Init();
SolidObjects_Init();
before main loop,
SolidObjects_Update1();
LinkMovement_Update1();
before WaitDraw command and
SolidObjects_Update2();
LinkMovement_Update2();
inside main loop of Active global script, in addition of other global script functions.
2. Setup combo and CSet for shadow to be rendered by falling blocks.
3. Import and compile the script. 2 FFC scripts and Global script to be assigned.
4. Place invisible FFC at top left corner of landslide area. Assign "Z2BlockSpawner" FFC script to it.
Data - Combo used by falling/stacked blocks.
CSet - CSet used by falling/stacked blocks.
D0 - falling blocks area width, in combos/tiles.
D1 - falling blocks area height, in combos/tiles.
D2 - Damage by being hit by falling block in midair, in 1/4th of heart. Crushing damage is handled separately by SolidFFCs.zh
D3- Delay between block spawns, in frames.
D4 - Combo flag to be assigned to combo on land.
D5 - falling block starting Z height.
D6 - ID of combo to replace combos targeted by falling blocks. Defaults to FFC`s combo. Uses FFC`s CSet. If D6 matches screen`s undercombo, SFX_TD_FALLING_BLOCK_DISSOLVE sound will play on landing, instead of SFX_TD_FALLING_BLOCK_HIT_GROUND.