OK, I uploaded a new betza.js script. This classifies pieces as shooters during compilation of their XBetza moves (i.e. when the Diagram is initialized), and only messes with the click order for those. I think this should be safe.
The Lion Dog now seems to work, although I used a slightly different description to prevent the 2-out-1-in move being generated twice:
KADGHcavKabKmpafcavKcafcmpafK
The difference is the final f, which in your description was a v. As the Lion Dog has tramplings (e.g. cafK) it is not classified as a shooter, so you have to enter a double capture through 2-out-1-in by first clicking the distant victim, and then the adjacent one.
I also have implemented a new parameter paralyze. When set non-zero it will cause BadZone(x, y, piece, color) to be called for every piece before move generation for that piece starts, with the 'piece' argument equal to 0, and (x,y) the piece location. Returning non-zero in that case will cause no moves to be generated for that piece at all.
OK, I uploaded a new betza.js script. This classifies pieces as shooters during compilation of their XBetza moves (i.e. when the Diagram is initialized), and only messes with the click order for those. I think this should be safe.
The Lion Dog now seems to work, although I used a slightly different description to prevent the 2-out-1-in move being generated twice:
KADGHcavKabKmpafcavKcafcmpafK
The difference is the final f, which in your description was a v. As the Lion Dog has tramplings (e.g. cafK) it is not classified as a shooter, so you have to enter a double capture through 2-out-1-in by first clicking the distant victim, and then the adjacent one.
I also have implemented a new parameter paralyze. When set non-zero it will cause BadZone(x, y, piece, color) to be called for every piece before move generation for that piece starts, with the 'piece' argument equal to 0, and (x,y) the piece location. Returning non-zero in that case will cause no moves to be generated for that piece at all.