The bdy element defines where the object is hittable. In other words, itrs can influence the object in these areas.

bdy:
Start.
kind:
Always 0 in characters, attacks, and weapons. In type 5 (Criminals) there is a bonus function. If you use kind: 1050 (1000 + Frame number) for example and the bdy is hit by a certain itr, the criminal jumps to frame 50.
x:   y:
w:   h:
These coordinates set the area of bdy here.
bdy_end:
End.
   
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