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If one character catches another, cpoint is used.

Special thanks to YinYin for providing a more detailed description of the cpoint-tags! (18 Apr 2015)

Kind: 1 is used for the catching character. To guarantee that the cpoint works properly, use state: 9 in all frames with cpoint / kind: 1. You should only use other states if you're very experienced in data changing. Some states can cause certain tags to lose their effects.
x: ...
y: ...
The point at which the caught character is held. Both "Holding Coordinates" for the catching character and the caught character match up to determine where the caught character is held.
If you want to hurt the character, note the number of life points that he should lose here.

Detailed info:
Positive values add hit lag to the catcher and shaking to the caught character, while doing the specified damage (red hp and 1/3 dark red hp). Negative values add no hit lag or shaking and decrease the effective wait of the catcher by 1, while doing the specified damage (red hp and 1/3 dark red hp).
Number of the Frame the caught character uses (130-132).
When the player attacks the caught character, he goes to this frame (122).
Frame upon pressing jump.
jaction will ignore the mp value of the target frame, however using hit_j will completely ignore the jaction
Frame upon holding a direction and pressing attack. Default is 232.

Comment by YinYin
I much prefer a positive value on the taction: myself so I don't throw backwards when only holding up/down and pressing attack.
If the caught character is thrown, you can set the distance in each direction here.

  • Sometimes the value "-842150451" is used, but it does not seem to serve any purpose./li>
  • For throwvx:, every value except 0 causes the caught character to get dropped. throwvy:, throwvz: and throwinjury: only work together with throwvx:.
If other characters can hurt the caught character, the value is 1. If not, it's 0.
If the character is thrown, the amount of life points the character should lose when falling on the floor is noted here.

  • Sometimes, the strange value "-842150451" is used here as well.
  • Without a positive throwinjury the thrown character will not damage anyone.
As soon as a decrease is used, the cpoint will only last for a certain period of time. Here you can set which frame should be used for the held character after the time is up: If you set the value to 3 the character goes to frame 211 (jump), if you use 7 or -7 he goes to frame 181 (falling).

decrease: seems to be something like fall: on an itr, however inverted as negative values actually lower the "time" left till the caught character drops (always falling) and positive values do nothing/increase the value determining the drop (might actually use the fall value). The character is always released in the jump frame if you leave into a frame without cpoint before decrease takes effect (or using throwvx:/a non cpoint vaction:), regardless of the last decrease value.
This tag is used in "Throw_lying_man" frames. If the value is 1 you can change directions, if it's 0 you can't.

dircontrol: requires at least wait: 2 to work.
Here you can set whether the caught character is shown behind or in front of your character. Leaving this tag out will let the caught character be faced towards the catcher while behind behind him.

Assume the tag written as "cover: XY" with X and Y being the values being displayed below:
[1] aligns the caught character to face the same direction.
[2] aligns the caught character to face the opposite direction.
Anything else does does not change the caught characters facing.
[0] displays the caught character behind the catcher (z position -1).
[1-9] displays the caught character in front of the catcher (z position +1).
Because these work via z positioning they can fail on the z edges of a background.

Cpoint is also used in the caught frames, but the code isn't as complex.

Kind: 2 is used for the frames for when the character is caught - together with state: 10.
x: ...
y: ...
Holding Coordinates.
These tags are only used in the frames 130-132. They set which frame the held character should go to if he's hit from the front or back.

© Little Fighter Empire

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