pub struct Itr {Show 16 fields
pub kind: ItrKind,
pub x: i32,
pub y: i32,
pub w: u32,
pub h: u32,
pub z_width: u32,
pub d_vx: i64,
pub d_vy: i64,
pub a_rest: u32,
pub v_rest: u32,
pub fall: i32,
pub b_defend: i32,
pub injury: i32,
pub effect: Effect,
pub catching_act: FrameNumberNext,
pub caught_act: FrameNumberNext,
}Expand description
Area that hits other objects.
See https://lf-empire.de/lf2-empire/data-changing/frame-elements/174-itr-interaction?start=1
Fields§
§kind: ItrKindInteraction variants.
x: i32X coordinate.
y: i32Y coordinate.
w: u32Width.
h: u32Height.
z_width: u32Z Width extends in both directions + 1 center pixel.
zwidth: 10 means 10 pixels up, 10 pixels down, and one pixel for
center of the shadow for 21 pixels total.
d_vx: i64Acceleration to place on the hit object in the X axis.
§Notes
itr/kind:8(ItrKind::HealBall) uses this as the frame number for the object with thisItrto switch to when hitting a character.
d_vy: i64Acceleration to place on the hit object in the Y axis.
a_rest: u32Delay before another hit may happen, restricts this Itr to one object.
v_rest: u32Delay before another hit may happen, allows multiple objects to be hit.
fall: i32How much a character is “off balance”.
The fall value determines how an attacked character will react to this
itr by flinching, getting into the stunned frames, or falling. If no
value is specified, the default of 20 will be used.
- If a character accumulates
20fallpoints, he switches toinjured1(220). - If a character accumulates
40fallpoints, he switches toinjured2(222) orinjured2back(224) depending on the direction he is hit, and will fall if he is in mid-air. - If a character accumulates
60fallpoints, he switches into thestunned(226) frames where he can be grabbed or hit bysuper_punch.
Attacks with fall: 41 or more can hit falling characters.
Here are a few values as a rule of thumb for various fall values:
fall | Description |
|---|---|
| -1 | Does not go into injured frames and harder to knockdown. |
| 1 | Never stun, never fall (Davis DvA shrafe) |
| 20 | 3 hit stun, 4 hit fall |
| 25 | 2 hit stun, 3 hit fall (Dennis normal kick) |
| 40 | Does not stun, 2 hit fall (baseball bat normal swing) |
| 60 | 1 hit stun, 2 hit fall (Henry’s arrow) |
| 70 | 1 hit fall |
Every 1 TU, a fall point is deducted.
b_defend: i32Broken-defence points.
bdefend points determine if a character is able to block an attack by
defending or if he will go to the broken-defense-frames. As long as he
has 30 or less Bdefend-points, he will be able to block the attack, if
it’s 31 or higher, he goes to the broken-defense-frames. If an itr hits
the character while he is not in the defend-frames, his bdefend
counter will automatically increase to 45. If you have, for example,
accumulated 31 points and get hit during your defense (assuming you have
specified a positive bdefend value in the hitting itr), the character
will go to the broken-defense-frames.
Here are some common values for various bdefend values:
bdefend | Description |
|---|---|
| 0 | never breaks defense (ex: John’s D>J shield) |
| 12 | 4 hit break |
| 16 | 3 hit break |
| 30 | 2 hit break |
| 60 | 1 hit break |
| 100 | ignores defense, sets bdefend counter to 45,\ |
| and instantly destroys weapons. |
Every 1 TU, a bdefend point is deducted, so he will be able to recover
his defense.
Armor will function as long as a character has not accumulated more
bdefend points than the specific armor points of Louis(1), Knight or
Julian(15) at the time of attack. For example, Julian can resist a dash
attack(bdefend 60) even though he only has 15 armor points, but he will
be left completely vulnerable for the next 45 TU until he regains his
1st armor point.
injury: i32Amount of damage to inflict on the target object.
§Notes
itr/kind:5(ItrKind::WeaponStrength) ignores this and uses theinjuryinweapon_strength_list.itr/kind:8(ItrKind::HealBall) uses this for the number of HP to heal a character by.
effect: EffectItr effect variants.
catching_act: FrameNumberNextFrame numbers for where the catching object should switch to.
Used in itr/kind: 1 (ItrKind::CatchStunned) and itr/kind: 3
(ItrKind::CatchForce).
caught_act: FrameNumberNextFrame numbers for where the caught character should switch to.
Used in itr/kind: 1 (ItrKind::CatchStunned) and itr/kind: 3
(ItrKind::CatchForce).