The ipfmR part would also allow a non-capture hop over an enemy piece without capturing it. I don't know if this was your intention. If it should be friendly hopping only, you could use the kludge idaufmR, where the d limits the first leg to reaching friendly pieces only, and the u in the next leg would undo the destruction this involved by unloading that friend on the same square.
I hope to get rid of this kludge, one day. Perhaps this is already achieved, but the price is that you then have to define a captureMatrix. A ^ in that matrix outlaws hopping in a type-specific way, so that you could keep specifying the universal hop ipfmR, and then outlaw doing it over all enemy piece types, but not with friendly piece types, by writing as many ^ as there are piece types (shorthand ^N) in the row for the Helepolis, after a dot . (which would apply to hopping over an empty square, which is nonsense and so doesn't have to be outlawed).
The ipfmR part would also allow a non-capture hop over an enemy piece without capturing it. I don't know if this was your intention. If it should be friendly hopping only, you could use the kludge idaufmR, where the d limits the first leg to reaching friendly pieces only, and the u in the next leg would undo the destruction this involved by unloading that friend on the same square.
I hope to get rid of this kludge, one day. Perhaps this is already achieved, but the price is that you then have to define a captureMatrix. A ^ in that matrix outlaws hopping in a type-specific way, so that you could keep specifying the universal hop ipfmR, and then outlaw doing it over all enemy piece types, but not with friendly piece types, by writing as many ^ as there are piece types (shorthand ^N) in the row for the Helepolis, after a dot . (which would apply to hopping over an empty square, which is nonsense and so doesn't have to be outlawed).