EDIT: I think I figured out the Seahorse as nN, and the Manta as B2caibW. For the Jellyfish, I'm not sure there's a way to write in Immobilizing with XBetza.
Why do you describe the Seahorse as using two or three steps to make a Knight move? What would be the path of three in going from e4 to d6?
In the XBetza for Manta you can omit the N, as W is a leaper atom, so it always only does a single step. The i is only needed in rifle captures of sliders.
Note that oQ indicates a Queen on a cylinder board, which has K as a subset, so the addition cK is pointless.
Immobilizing is not a move, so there is no XBetza notation for it. In the Interactive Diagram you can specify it by tracking the immobilizing piece, and define spell=freeze. The ID is not really made for 3d variants, though. I suppose you could use the work-around of defining an L-shaped board of three 8x8 sections, separated by sufficiently wide regions of holes that prevent all 'level' moves from crossing. And then define the inter-level moves as very long leaps that must cross them. Some moves in this variant might be too irregular for this, though, and it would require dedicated scripting to extend the spell zone for freezing to neighboring levels.
Why do you describe the Seahorse as using two or three steps to make a Knight move? What would be the path of three in going from e4 to d6?
In the XBetza for Manta you can omit the N, as W is a leaper atom, so it always only does a single step. The i is only needed in rifle captures of sliders.
Note that oQ indicates a Queen on a cylinder board, which has K as a subset, so the addition cK is pointless.
Immobilizing is not a move, so there is no XBetza notation for it. In the Interactive Diagram you can specify it by tracking the immobilizing piece, and define spell=freeze. The ID is not really made for 3d variants, though. I suppose you could use the work-around of defining an L-shaped board of three 8x8 sections, separated by sufficiently wide regions of holes that prevent all 'level' moves from crossing. And then define the inter-level moves as very long leaps that must cross them. Some moves in this variant might be too irregular for this, though, and it would require dedicated scripting to extend the spell zone for freezing to neighboring levels.