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global:block [2022/12/06 15:07]
FreedTerror
global:block [2024/12/04 04:45] (current)
Mistermind
Line 1: Line 1:
 ====== Block Options ====== ====== Block Options ======
-Set how combos and deterioration behave in your game. +Configure the blocking and parrying mechanics for your game.
  
 {{ :global:global_blockoptions.png?nolink |}} {{ :global:global_blockoptions.png?nolink |}}
- 
  
 ---- ----
 +
 ===== Block ===== ===== Block =====
  
-**Block Input:** The selected game input for blocking.+**Block Input:** Determines the input required to block (Default: None).
  
-**Allow Air Block:** If enabled, characters can block while in the air.+**Allow Air Block:** Enables blocking while in the air (Default: Disabled).
  
-**Ignored Applied Forces:** If enabled, the character will not be pushed by the hit.+**Ignore Applied Forces:** Prevents the character from being pushed by hits while blocking (Default: Disabled).
  
-__Note__: The air block mechanics in UFE is inspired by the Marvel Vs series. +**Allow Move Canceling:** Enables players to cancel into moves while blocking (Default: Disabled).
- +
-**Allow Move Canceling:** If enabled, move can be preformed while blocking.+
  
 ---- ----
 +
 ===== Parry ===== ===== Parry =====
  
-**Parry Input:** What input should the player "tap" to be able to parry (or "just block"a hit.+**Parry Input:** Determines the input required to execute a parry (Default: None).
  
-**Parry Timing:** The lower the number, the harder it is to parry.+**Parry Timing:** The window for successfully executing a parry. Lower values make it more challenging. (Default: 0.3 seconds).
  
-**Parry Stun Type:** +**Parry Stun Type:** Determines the stun effect when a parry occurs. 
-   * **Fixed:** Choose the amount of fixed frames the parry animation will run for. +  **Fixed:** A fixed number of frames for parry stun(Default: Fixed) 
-   * **Block Stun Percentage:** Instead of fixed value, the parry can be based off the amount of block stun the hit generates.+  **Block Stun Percentage:** Uses percentage of the block stun for parry duration instead.
  
-**Highlight When Parry**: Should a character flash to a new color when they parry?+**Parry Stun (Frames):** Number of stun frames if using the Fixed stun type. (Default2).
  
-**Parry Color Mask:** If highlight is toggled, the character will flash into this color for a split second when parrying.+**Highlight When Parry:** Toggles a visual highlight when a parry is successful (Default: Enabled). 
 +  - **Parry Color Mask:** The color to flash when a parry is executed. (Default: Red).
  
-**Allow Air Parry:** Whether or not characters can parry while in the air.+**Allow Air Parry:** Enables parries while in the air (Default: Disabled).
  
-**Ignore Applied Forces:** If enabled, the character will not be pushed by the hit.+**Ignore Applied Forces:** Prevents the character from being pushed by hits during a parry (Default: Disabled).
  
-**Reset Button Sequence:** Removes the character'store button sequence after they parry. +**Reset Button Sequence:** Resets the character'input buffer after executing a parry (Default: Disabled).
- +
-**Enable Easy Parry:** Make it easier to Parry by allowing single parry window (''Parry Timing''to be used in multiple sequential hits.+
  
 +**Enable Easy Parry:** Makes it easier to parry by extending the parry window across multiple hits (Default: Disabled).
  
 ---- ----
-Code access:  
  
-''UFE.config.blockOptions'' +Code access
- +
-Code example+
  
 +``UFE.config.blockOptions``
  
 +Code example:
 <code c#> <code c#>
 if (UFE.config.player1Character.currentLifePoints < 10){ if (UFE.config.player1Character.currentLifePoints < 10){
- UFE.config.blockOptions.parryColor = Color.red;+    UFE.config.blockOptions.parryColor = Color.red;
 } }
 </code> </code>
 +
 ---- ----
  
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 +
global/block.1670357221.txt.gz · Last modified: 2022/12/06 15:07 by FreedTerror