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global:combo

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Combo Options

Set how combos and deterioration behave in your game.

Maximum Hits: The maximum amount of hits allowed in a combo before the character becomes invincible and drops on the ground.

Hit Stun Deterioration: The higher the hits in a combo, the harder it is to connect new hits. Currently, hit stun deterioration works similar to the Guilty Gear series. Soon more options will be added. A more detailed explanation can be found here.

Minimum Hit Stun (frames): Regardless of deterioration, the hit stun will never get lower than this value (in frames).

Damage Deterioration: The higher the hits in a combo, the less damage a hit will cause. For more details about damage scaling/deterioration can be found here.

Minimum Damage: Regardless of deterioration, the damage of each consecutive hit will never go lower than this value.

Air Juggle Deterioration: The higher the hits, the harder it is to juggle the character back into the air.

Minimum Juggle Force: Regardless of deterioration, consecutive hit juggles will never go lower than this value.

Never Air-Recover: If a character gets hit in the air they will always get a knock-down regardless of the hit stun applied.


Code access:

UFE.config.comboOptions

Code example:

void OnHit(MoveInfo move, CharacterInfo hitter){
	if (hitter.currentGaugePoints > 100) UFE.config.comboOptions.neverAirRecover = true;
}

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global/combo.1386712566.txt.gz · Last modified: 2013/12/10 16:56 by Mistermind