pub struct CPoint {Show 18 fields
pub kind: CPointKind,
pub x: i32,
pub y: i32,
pub cover: bool,
pub decrease: i32,
pub dir_control: bool,
pub hurtable: bool,
pub injury: i32,
pub a_action: FrameNumberNext,
pub j_action: FrameNumberNext,
pub v_action: FrameNumber,
pub t_action: FrameNumberNext,
pub throw_injury: i32,
pub throw_vx: i32,
pub throw_vy: i32,
pub throw_vz: i32,
pub front_hurt_act: FrameNumberNext,
pub back_hurt_act: FrameNumberNext,
}
Expand description
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.