[−][src]Struct lf2_parse::CPoint
Aligns the character that is holding and the one that is held.
See https://lf-empire.de/lf2-empire/data-changing/frame-elements/177-cpoint-catch-point?showall=1
Fields
kind: CPointKind
Catching object or caught character.
x: i32
X coordinate.
The catching character and the caught character's CPoint
coordinates
align with each other.
y: i32
Y coordinate.
The catching character and the caught character's CPoint
coordinates
align with each other.
cover: bool
Adjusts the facing direction and whether it is drawn behind the catcher.
Here you can set whether the caught character is shown behind or in front of your character. Leaving this tag out will let the caught character be faced towards the catcher while behind behind him.
Assume the tag written as "cover: AB" with A and B being the values being displayed below:
A:
1
aligns the caught character to face the same direction.2
aligns the caught character to face the opposite direction.
Anything else does does not change the caught characters facing.
B:
0
displays the caught character behind the catcher (z position -1).1-9
displays the caught character in front of the catcher (z position +1).
Because these work via z positioning they can fail on the z edges of a background.
decrease: i32
Catching timer decrease value.
As soon as a decrease is used, the cpoint will only last for a certain
period of time. Here you can set which frame should be used for the held
character after the time is up: If you set the value to 3
the
character goes to frame 211
(jump), if you use 7
or -7
the
character switches to frame 181
(falling).
decrease:
seems to be something like fall:
on an itr, however
inverted as negative values actually lower the "time" left till the
caught character drops (always falling) and positive values do
nothing / increase the value determining the drop (might actually use
the fall value). The character is always released in the jump frame
if you leave into a frame without a cpoint
before decrease
takes
effect (or using throwvx:
or a non cpoint vaction:
), regardless
of the last decrease value.
dir_control: bool
Whether the catcher switches direction when a direction key is pressed.
Used in throw_lying_man
frames. If the value is 1
you can change
directions, if it's 0
you can't.
Note: dircontrol:
requires at least wait: 2
to work.
hurtable: bool
If other characters can hurt the caught character
1
if they can, 0
if not.
injury: i32
a_action: FrameNumberNext
Frame number to switch to when the Attack
button is pressed.
j_action: FrameNumberNext
Frame upon pressing jump.
jaction:
will ignore the mp
value of the target frame, however using
hit_j:
will completely ignore the jaction:
.
v_action: FrameNumber
Frame number that the caught character should be on.
t_action: FrameNumberNext
Frame upon holding a direction and pressing attack. Default is 232.
Comment by YinYin:
I much prefer a positive value on the
taction:
myself so I don't throw backwards when only holding up/down and pressing attack.
throw_injury: i32
Health points the caught character loses when thrown onto the ground.
Details:
- Sometimes, the strange value
-842150451
is used here as well. - Without a positive throwinjury the thrown character will not damage anyone.
throw_vx: i32
Velocity in the X Axis when the caught character is thrown.
Details:
- Sometimes the value
-842150451
is used, but it does not seem to serve any purpose. - For
throwvx:
, every value except 0 causes the caught character to get dropped.throwvy:
,throwvz:
andthrowinjury:
only work together withthrowvx:
.
throw_vy: i32
Velocity in the Y Axis when the caught character is thrown.
Details:
- Sometimes the value
-842150451
is used, but it does not seem to serve any purpose. - For
throwvx:
, every value except 0 causes the caught character to get dropped.throwvy:
,throwvz:
andthrowinjury:
only work together withthrowvx:
.
throw_vz: i32
Velocity in the Z Axis when the caught character is thrown.
Details:
- Sometimes the value
-842150451
is used, but it does not seem to serve any purpose. - For
throwvx:
, every value except 0 causes the caught character to get dropped.throwvy:
,throwvz:
andthrowinjury:
only work together withthrowvx:
.
front_hurt_act: FrameNumberNext
Frame to switch to when caught character is hit from the front.
back_hurt_act: FrameNumberNext
Frame to switch to when caught character is hit from the back.
Trait Implementations
impl Clone for CPoint
[src]
impl Copy for CPoint
[src]
impl Debug for CPoint
[src]
impl Default for CPoint
[src]
impl Eq for CPoint
[src]
impl PartialEq<CPoint> for CPoint
[src]
impl StructuralEq for CPoint
[src]
impl StructuralPartialEq for CPoint
[src]
impl<'i> TryFrom<Pair<'i, Rule>> for CPoint
[src]
Auto Trait Implementations
impl RefUnwindSafe for CPoint
impl Send for CPoint
impl Sync for CPoint
impl Unpin for CPoint
impl UnwindSafe for CPoint
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
[src]
T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
[src]
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
[src]
T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
[src]
impl<T> From<T> for T
[src]
impl<T, U> Into<U> for T where
U: From<T>,
[src]
U: From<T>,
impl<T> ToOwned for T where
T: Clone,
[src]
T: Clone,
type Owned = T
The resulting type after obtaining ownership.
fn to_owned(&self) -> T
[src]
fn clone_into(&self, target: &mut T)
[src]
impl<T, U> TryFrom<U> for T where
U: Into<T>,
[src]
U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
[src]
impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
[src]
U: TryFrom<T>,