•
ItrKind:1 (ik1)
kind:1 in
itr: tag are used in the game to 'catch' an object that has
state:16 in it's current frame.
{ik1 can only be activated by
type:0 that pressing > or < button}
Once the
itr are success, the 'catcher' will "transform" it's current frame into the number that being preferred by
catchingact:% % in 'catcher''s data, while the object that being 'caught' will "transform" it's current frame into the number that being preferred by
caughtact:% % in 'catcher''s data.
Then, the 'catcher' may control the 'caught' object using
cpoint: tag that immediately start working/immediately working after the "frame transformation" by the ik1.
("%" meaning a certain value / variable, usually i use this because it's way more noticeable than "x".)
(Not sure why there's a double value that being used for both
catchingact: and
caughtact:.)
•
ItrKind:3 (ik3)
kind:1 in
itr: tag are used in the game to 'catch' a
type:0 object.. is it works for
type:5 too?
Just same like ik1, once the
itr are success, the 'catcher' will "transform" it's current frame into the number that being preferred by
catchingact:% % in 'catcher''s data, while the object that being 'caught' will "transform" it's current frame into the number that being preferred by
caughtact:% % in 'catcher''s data.
Then, the 'catcher' may control the 'caught' object using
cpoint: tag that immediately start working/immediately working after the "frame transformation" by the ik3.
(The "frame transformation" of the ik1 and ik3 is the "frame transformation lv4".)
(The "frame transformation" of the
cpoint: is same like
wpoint:'s "frame transformation" which is "frame transformation lv5" which are the weakest "frame transformation".)
•
Cpoint: tag
cpoint: is a feature that allow an object to control other object after successfully being 'catch' by ik1 or ik3.
I don't think i need to explain much about cpoint:..
(Basic description about cpoint:;
https://lf-empire.de/lf2-empire/data-changing/frame-elements/177-cpoint-catch-point)
But! It doesn't explain anything about CpointKind:0 right?!
Cpoint actually always exist in any frame even if you don't insert Cpoint: in a frame. The default value of Cpoint is
DC-Code:
cpoint: kind: 0 x: 0 y: 0 vaction: 0 cpoint_end:
|
Another value also valued 0 by default.
The basic function of CpointKind:0 is to allow you to end the catch. Technically there's CpointKind:0 in injured or falling frame by default you know.. that's why the catch of your character will ends if your character cast a skill or being injured.
"But why the enemy doesn't dropped in frame0 since the vaction: are 0?"
Because the caught object use CpointKind:2 in it's frame which will hijack the dropped frame.
When the CpointKind:0 are used by the caught object, it'll ends the catch too, the catcher will goto frame0 (if the catcher using CpointKind:1) while the caught object will continue with it's next:.