Yes, that should be allowed. Here's your scripts, after my modifications:
Code:
import "std.zh"
int jumpforce_maximum; // The maximum force of the player's jump.
int jumpforce_current = 0; // The current foir
int i = 0; // Counters for smoothing top of jump
int j = 0;
int k = 0; // switch for jump smoothing
int floaty_maximum; // Maximum value for floaty.
int floaty = 0; // This counter ensures the player floats
// briefly at the height of the jump.
int dashing = 0; // 0 = not dashing, 1 = dashing
int MP_refill = 0; // counter for continuous MP refill
int airtime = 0; // This counter controls the time of the jump.
int airtime_current = 0; // This is the player's present airtime.
int resist = 0; // conuter to increasing gravity
int turnoffjump = 0; // turns off jumping once player
// releases the jump button in the air.
int prev_jump = 0; // was link jumping the frame before?
int double_jumped = 0; // keeps track of the number of jumps for double-jumping
// =================================
// Jump - This script handles the following:
// Jumping, Dashing, Energy refill
// Currently uses whistle for double jump,
// Roc's Feather for high jump.
// =================================
ffc script Jump{
void run(){
... rest of the code
As you can see all I did was move the variables over and delete some tabs for readability.
I will investigate in-depth why your jump script is failing.