pub enum ItrKind {
Show 15 variants
Normal = 0,
CatchStunned = 1,
WeaponPick = 2,
CatchForce = 3,
Falling = 4,
WeaponStrength = 5,
SuperPunch = 6,
RollWeaponPick = 7,
HealBall = 8,
ReflectiveShield = 9,
SonataOfDeath = 10,
SonataOfDeath2 = 11,
Wall = 14,
WhirlwindWind = 15,
WhirlwindIce = 16,
}Expand description
Interaction variants.
See https://lf-empire.de/lf2-empire/data-changing/frame-elements/174-itr-interaction?showall=1
Variants§
Normal = 0
Hit another object’s bdy.
CatchStunned = 1
Catch a character that is stunned / “dance of pain” (state 16).
WeaponPick = 2
Picks up a light or heavy weapon.
Character switches to the picking_light frame (115) for light
weapons, and picking_heavy (116) for heavy weapons.
CatchForce = 3
Catch a character.
catchingact and caughtact specify the frame numbers for where the
catching and caught characters should switch to. They are specified
twice because one is for catching from the front and and the other is
for catching from the back.
This is used in Louis’ whirlwind throw.
Falling = 4
Interaction on a falling character that only hits if he/she was thrown.
WeaponStrength = 5
Interaction on a weapon whose damage depends on weaponact.
The strength of a weapon can vary, so you can’t note it directly in the
frames. The wpoint in the characters using the attacking tag to
activate an entry in the weapon_strength_list. The corresponding itr
values are then used for the weapon’s itr.
SuperPunch = 6
Interaction that enables characters to do a super punch.
vrest: 1 is normally used because this should affect all characters.
RollWeaponPick = 7
Picks up a light weapon without switching frame.
This itr allows a character to pick up a light weapon without going to
the picking_light frames (115). It’s used in the “rowing”
frames. If you roll over a weapon and press the attack-button, you
pick it up.
HealBall = 8
Heals a character, constrained by dark red HP.
When the healing is activated, you’ll see your healthbar flash. Some
additional functions of itr/kind: 8 are:
- Aligns its centerx and centery to that of any
type: 0object it touches - independant ofwaitandnext. - Reacts to both allies and enemies.
- Only interacts with
type: 0objects. - Doesn’t have to be used with a special state like
ItrPoint. - The character that
itr/kind: 8“sticks” to is not influenced in any way (besides healing).
The injury tag doesn’t do damage here. Instead, it sets the amount of
life points that the character can regenerate. Normally it is 100,
because state: 1700 and hit_Fa: 4 heal 100 points (defined by
source code), but you may also use other values – set the value to 0
for no healing.
The dvx tag is also repurposed – if the itr hits a character, the
object switches to the frame noted by dvx.
ReflectiveShield = 9
John’s reflective shield.
An itr with kind: 9 permits an object to reflect/destroy any sort of
incoming projectiles. Additionally the itr can hit characters (type: 0
objects), but doing so will reduce the attacker’s health to zero.
This is utilized in conjunction with hit_a/hit_d to create John’s
shield, which will disappear if a character runs into it.
Using an itr/kind:9 in a character (type: 0) would cause the character
to die instantly once he/she hits another character with the itr.
SonataOfDeath = 10
Henry’s Sonata of Death.
All characters and weapons are lifted up into the air.
SonataOfDeath2 = 11
Henry’s Sonata of Death.
Similar to ItrKind::SonataOfDeath.
Wall = 14
Impassable object.
This kind doesn’t do any damage, it just acts as a solid object that other objects cannot pass through. It’s used in heavy weapons and Freeze’s icicles, so you can’t simply walk through these objects.
WhirlwindWind = 15
Freeze’s whirlwind’s vacuum.
Objects are sucked in like a vacuum.
WhirlwindIce = 16
Freeze’s whirlwind freeze.
Turns characters into ice without using the effect tag and lifts up
only weapons.