02-11-2022, 08:25 AM
(Bad english ;')(Would be happy if u would repost this post with better phrase/the better way of explaining.)
Basic Description (Click to View)
• 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-cha...atch-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
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:.
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-cha...atch-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:.
Cpoint's Recall (Click to View)
Actually I prefer to call it "ik3's recall" but.. well.. "cpoint's recall" is more relevant.
If you know, there's a variable in AI, named ctimer, idk why it's being named as "timer" even tho it doesn't count anything {I think the address was messed up, it shouldn't be "ctimer" right?}. Instead of works as a "timer", it's actually an ObjNum of the thing that recently catch your character/an object.
Cpoint's recall is a bug that when you using a Cpoint with kind:1 that followed with throwx, throwy, and throwy was ≠ 0, the last catched object in ctimer will be totally forced to move/teleport to the preferred location and frame in that Cpoint.
The only problem is.. if the last caught ObjNum were being caught by other ObjNum/the number changed, the .exe will stopped working, which is it's the big flaw of this tech.
Except from that flaw, the only flaw is this tech won't applying/affecting the Called ObjNum's Z-axis and must be affected by throwxyz.
Anyway, the function of this tech are kind like ik8 but instead of doesn't affecting the Y-axis, this tech won't affecting the Z-axis...
Study Example... hmm... this tech are quite risky if it being used for a single Mod...
If you know, there's a variable in AI, named ctimer, idk why it's being named as "timer" even tho it doesn't count anything {I think the address was messed up, it shouldn't be "ctimer" right?}. Instead of works as a "timer", it's actually an ObjNum of the thing that recently catch your character/an object.
Cpoint's recall is a bug that when you using a Cpoint with kind:1 that followed with throwx, throwy, and throwy was ≠ 0, the last catched object in ctimer will be totally forced to move/teleport to the preferred location and frame in that Cpoint.
The only problem is.. if the last caught ObjNum were being caught by other ObjNum/the number changed, the .exe will stopped working, which is it's the big flaw of this tech.
Except from that flaw, the only flaw is this tech won't applying/affecting the Called ObjNum's Z-axis and must be affected by throwxyz.
Anyway, the function of this tech are kind like ik8 but instead of doesn't affecting the Y-axis, this tech won't affecting the Z-axis...
Study Example... hmm... this tech are quite risky if it being used for a single Mod...
I thought these videos could show enough about the Cpoint's Recall.. (Click to View)
End up Position of ItrKind:1 And ItrKind:3 Control (Click to View)
By using these steps, the end up position of ik1 and ik3 should be changed into "(catcher.x + caught.x)/2".
Do note that the cpoint: of the caught object is like this. (Ofc you can adjust the value to Control the postion.)
== ItrKind:3 (ik3) ==
• Consider the value(named %) as the frame that will be sacrificed. Let's say % is 399.... means frame399 will be sacrificed.
• Set every caughtact: that use ik3 in Catcher's data into %.
• Add frame% in the Catcher's data a
Done. *You can adjust that 43 in the cpoint to get into more advanced with this.
{For example change the value into (€ - 45) for an object that will catch yourself(your char) and you won't move/got a shift from your position}
== ItrKind:1 (ik1) ==
• Consider the value(named %) as the frame that will be sacrificed. Let's say % is 398.... means frame398 will be sacrificed.
{you can also set it on frame399 (a same frame with ik3 fixer) but the magical value will be changed significantly}
• Set every caughtact: that use ik1 in Catcher's data into %.
• Set x: value in the cpoint: in the frame that being referred from every catchingact: that use ik1 into €. € was the value of centerx: of the frame.
• Add frame% in the Catcher's data a
Done, but if you want both fixer are works, then you need change something in the steps of ik1;
• Set x: value in the cpoint: in the frame that being referred from every catchingact: that use ik1 into (€ - 40). € was the value of centerx: of the frame.
• Add frame% in the Catcher's data a
Do note that the cpoint: of the caught object is like this. (Ofc you can adjust the value to Control the postion.)
DC-Code:
cpoint: kind: 2 x: (€) cpoint_end: #(€ was the centerx:.)(Another value can use any value as you wish.) |
== ItrKind:3 (ik3) ==
• Consider the value(named %) as the frame that will be sacrificed. Let's say % is 399.... means frame399 will be sacrificed.
• Set every caughtact: that use ik3 in Catcher's data into %.
• Add frame% in the Catcher's data a
DC-Code:
cpoint: kind: 1 x: (€ - 43) y: (£) cpoint_end: #(€ was the centerx: of frame% while £ was the centery: of frame%.) |
Done. *You can adjust that 43 in the cpoint to get into more advanced with this.
{For example change the value into (€ - 45) for an object that will catch yourself(your char) and you won't move/got a shift from your position}
== ItrKind:1 (ik1) ==
• Consider the value(named %) as the frame that will be sacrificed. Let's say % is 398.... means frame398 will be sacrificed.
{you can also set it on frame399 (a same frame with ik3 fixer) but the magical value will be changed significantly}
• Set every caughtact: that use ik1 in Catcher's data into %.
• Set x: value in the cpoint: in the frame that being referred from every catchingact: that use ik1 into €. € was the value of centerx: of the frame.
• Add frame% in the Catcher's data a
DC-Code:
cpoint: kind: 1 x: (€ + 1) y: (£) cpoint_end: #(€ was the centerx: of frame% while £ was the centery: of frame%.) |
Done, but if you want both fixer are works, then you need change something in the steps of ik1;
• Set x: value in the cpoint: in the frame that being referred from every catchingact: that use ik1 into (€ - 40). € was the value of centerx: of the frame.
• Add frame% in the Catcher's data a
DC-Code:
cpoint: kind: 1 x: (€ - 43) y: (£) cpoint_end: #(€ was the centerx: of frame% while £ was the centery: of frame%.) |
Signature - Mesujin
Data Changer, AI-Scripter, DirectX-App Programmer.
Lastest Work : Little Fighter 2 : Enchanted.
Contact Person : Mesujin#1516 (mesujin), github.com/Mesujin, mesujin.imano@yahoo.com.
Data Changer, AI-Scripter, DirectX-App Programmer.
Lastest Work : Little Fighter 2 : Enchanted.
Contact Person : Mesujin#1516 (mesujin), github.com/Mesujin, mesujin.imano@yahoo.com.