With itr, you can hurt other characters or influence them in other ways.
itr: | Start |
kind: | The kind of interaction. To read about the different kinds, select from the list above or click "Next" at the bottom of the page. kind: 0 - normal hit. All tags below can be used with itr/kind: 0. In the other kinds, if some of the tags are not listed, it's because they function as described below. |
x: y: w: h: |
Area of Effect |
dvx: dvy: |
Here you can set how far the character will "fly" when he's hit. It will be his initial speed in x- and y-direction. |
arest: vrest: |
If you want to hit a single enemy, use arest. For multiple enemies, you need vrest. The values of these tags are the duration in TU that the object must wait before hitting the character again. |
fall: |
The fall-value determines how an attacked character will react to this itr by cringing, getting into the "Dance of Pain", or falling. If no value is specified, the default of 20 will be used. If a character accumulates up to 20 fall-points, he will go to injured1 (220). If a character accumulates up to 40 fall-points, he will go to injured2 (222) or injured2back (224) depending on the direction he was hit and will fall if he was in mid-air. If a character accumulates up to 60 fall-points, he will go into the "Dance of Pain"(226) where he can be grabbed or hit by super punch. Additionally, attacks with more than fall: 40 can hit falling characters.
Here are a few values as a rule of thumb for various fall-values: -1 - does not go into injured frames and become harder to knockdown. 1 - never stun, never fall (ex: Davis DvA shrafe) 20 - 3 hit stun, 4 hit fall 25 - 2 hit stun, 3 hit fall (ex: Dennis normal kick) 40 - does not stun, 2 hit fall (ex: baseball bat normal swing) 60 - 1 hit stun, 2 hit fall, can hit falling (ex: Henry's arrow) 70 - 1 hit fall, can hit falling Every 1 TU, a fall-point is deducted.
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bdefend: | 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: 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.
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injury: |
Here you set how many life points should be taken. |
zwidth: | Optional tag: If you want your itr to influence a larger area on z-axis, you can use this tag. Actually if you set a zwidth of 20, the itr will hit everything which is 20px up the z-axis and also everything which is 20px down the axis, so the zwidth goes in both directions and the area is 40px on z-axis on the whole (if you're exact and count the middle line of the shadow it's 41px). If there's no zwidth the default zwidth for every itr is 12px in each direction of z-axis... |
effect: | Optional tag: You can also add an effect, but only to kind: 0. Here you can find a list of the effects. |
itr_end: | End |
itr: |
Start.
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kind: | kind: 1 - Catch (Dance of Pain) Kind: 1 is used in the walking frames. You can catch characters that are in "Dance of Pain" (state: 16) with it. |
x: y: w: h: |
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catchingact: caughtact: |
Here, the frame numbers for where the catching and caught character should go to are defined. They're noted twice because one is for catching from the front and and the other is catching from the back.
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itr_end: |
End.
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itr: |
Start.
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kind: | kind: 2 - Pick Weapon Kind: 2 is used in the first frame of the punch frames. If there's a weapon, you'll pick it up. |
x: y: w: h: |
Area of Effect
To make the weapon-pickup transition look good, the area needs to be around the centerpoint of the character! |
vrest: |
There's a vrest with a value of 1 so the itr can work without interruption.
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itr_end: |
End.
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itr: |
Start.
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kind: | kind: 3 - Catch (bdy) With kind: 3, you can grab a character as long as it have a bdy. It's used in Louis' whirlwind throw. |
x: y: w: h: |
Area of Effect |
catchingact: caughtact: |
Here, the frame numbers for where the catching and caught characters should go to are defined. They're noted twice because one is for catching from the front and and the other is for catching from the back.
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itr_end: |
End.
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itr: |
Start.
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kind: | kind: 4 - Falling itr / kind: 4 is used in the falling frames. It hits only if the character is thrown by another character. |
x: y: w: h: |
Area of Effect |
dvx: |
See kind: 0
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vrest: |
See kind: 0
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fall: |
See kind: 0
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bdefend: |
See kind: 0
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injury: |
See kind: 0
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itr_end: |
End.
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itr: |
Start.
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kind: | kind: 5 - Weapon Strength 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. That's the reason why all other tags (especially injury) have standard values. |
x: y: w: h: |
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dvx: |
Standard value: 8
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fall: |
Standard value: 20
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bdefend: |
Standard value: 16
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injury: |
Standard value: 789
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itr_end: |
End.
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itr: |
Start.
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kind: | kind: 6 - Super Punch itr / kind: 6 is used in "broken_weapon" and the last set of "injured" frames. If a character is in one of these frames and another character tries to punch him, the punching character will react to the itr and use his Super Punch instead of his normal punch. |
x: y: w: h: |
Area of Effect |
vrest: |
vrest: 1 is used because this function should work on all characters without exception.
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itr_end: |
End.
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itr: |
Start.
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kind: | kind: 7 - Pick Weapon 2 With itr/kind: 7, you can pick up a light weapon without going to the "picking_light" frames. It's used in the "rowing" frames. If you roll over a weapon and press the attack-button, you pick it up. |
x: y: w: h: |
Area of Effect To make the weapon-pickup transition look good, the area needs to be around the centerpoint of the character! |
vrest: |
There's a vrest with a value of 1 so the itr can work without interruption.
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itr_end: |
End.
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itr: |
Start.
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kind: | kind: 8 - Heal Ball Kind: 8 is used for healballs. You can only heal up to the right border of the dark red bar. When the healing is activated, you'll see your healthbar flash. Some additional functions of itr/kind: 8 are:
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x: y: w: h: |
Area of Effect |
dvx: |
This tag has a completely new function. If the area of effect hits the bdy of a character, the object goes to this frame.
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injury: |
Injury don't do damage here. Instead, it sets the amount of life points that the character can regenerate. Normally it's 100, because state: 1700 and hit_Fa: 4 heal 100 points, too (because of source code), but you may also use other values (set the value to 0 and there's no healing).
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itr_end: |
End.
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itr: |
Start.
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kind: | kind: 9 - Reflective Shield This value is used in 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 said character to die instantly once he hits another character with said itr. All other tags have no new meaning. |
x: y: w: h: |
Area of Effect |
dvx: |
See kind: 0
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vrest: |
See kind: 0
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fall: |
See kind: 0
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injury: |
See kind: 0
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itr_end: |
End.
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itr: |
Start.
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kind: | kind: 10 - Sonata of Death itr/kind: 10 is used in Henry's Sonata of Death. All figures and weapons are lifted up into the air. |
x: y: w: h: |
Area of Effect
All objects affect by this itr will be raised to the top of this area. |
vrest: injury: |
Because you continually lose life points, vrest is 1. Enemies are hit every TU at the same time for a little bit of damage. However, you can leave out both tags because kind: 10 automatically takes away life points from enemies.
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zwidth: |
See kind: 0
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itr_end: |
End.
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itr: |
Start.
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kind: | kind: 11 - Sonata of Death 2 kind: 11 is an extra function of kind: 10. It can help suspend characters in the air, but because kind: 10 does this as well, kind: 11 is senseless. |
itr_end: |
End.
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itr: |
Start.
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kind: | kind: 14 - 3D Objects 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 Icicle, so you can't simply walk through these objects.
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x: y: w: h: |
Area of Effect |
vrest: |
All players should be hampered at any time, so the value 1 is used here.
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itr_end: |
End.
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itr: |
Start.
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kind: | kind: 15 - Whirlwind (Wind) This itr / kind is used for Freeze's Whirlwind in combination with kind: 16. All objects are sucked in like a vacuum. All other tags have no new meaning.
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x: y: w: h: |
Area of Effect |
dvx: dvy: |
See kind: 0
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vrest: |
See kind: 0
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fall: |
See kind: 0
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bdefend: |
See kind: 0
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injury: |
See kind: 0
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zwidth: |
See kind: 0
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itr_end: |
End.
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itr: |
Start.
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kind: | kind: 16 - Whirlwind (Freeze) This kind is used in Freeze's Whirlwind as well, but the effect is strange. It turns characters into ice without using the effect-tag and it lifts up only weapons. None of the other tags have any new functions
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x: y: w: h: |
Area of Effect |
dvx: dvy: |
See kind: 0
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vrest: |
See kind: 0
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fall: |
See kind: 0
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bdefend: |
See kind: 0
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injury: |
See kind: 0
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zwidth: |
See kind: 0
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itr_end: |
End.
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