Article Index

 

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.
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.

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
   
© Little Fighter Empire

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