The moves with mode 4198464 are not juggernaut moves. After converting that number to hexadecimal (401040) I can see that they are marked as initial moves.
I think (unless my brain is glitching something) all that's left is getting the code in to clear out the juggernaut's path, and mark whether the victims include the King and/or Queen.
Sort of. The 2 -> 16 replacment changed the c mode of these legs to p mode. But that would allow enemy as well as friendly hopping, and this is not what you want; firendly pieces in the path should not be destroyed or jumped over. This would have been achieved by (cafu)14R, not (paf)14R, using the capture+unload kludge. So I am afraid we realy should have needed to replace by 4194306 instead of 16. Which is hexadecimal for 400002, the 2 standing for capture, and the 400000 for 'but unload on the next leg'. Sorry about that.
For clearing the Helepolis juggernaut path you can use something like this:
if == H #mover:
set p path #ori #desti;
set k count #p;
do while #k:
dec k;
set sqr elem #k #p;
set v space #sqr;
if isupper #v:
break;
endif;
empty #sqr;
if == k #v:
set victim k;
elsif == q #v;
set vic2 q;
endif;
loop;
endif;
The conditional break is needed to prevent removal of the friendly piece when the initial moves hops over one; the way the table now defines the Helepolis other moves can only have hopped over a number of enemies
The moves with mode
4198464
are not juggernaut moves. After converting that number to hexadecimal (401040) I can see that they are marked as initial moves.Sort of. The 2 -> 16 replacment changed the c mode of these legs to p mode. But that would allow enemy as well as friendly hopping, and this is not what you want; firendly pieces in the path should not be destroyed or jumped over. This would have been achieved by (cafu)14R, not (paf)14R, using the capture+unload kludge. So I am afraid we realy should have needed to replace by 4194306 instead of 16. Which is hexadecimal for 400002, the 2 standing for capture, and the 400000 for 'but unload on the next leg'. Sorry about that.
For clearing the Helepolis juggernaut path you can use something like this:
The conditional break is needed to prevent removal of the friendly piece when the initial moves hops over one; the way the table now defines the Helepolis other moves can only have hopped over a number of enemies