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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(Y): Regardless of deterioration, consecutive vertical forces applied during hit juggles will never go lower than this value.

Minimum Corkscrew Force (X): If a player gets hit in the air with an horizontal force higher then this value, the Get Hit Corkscrew animation is triggered. Set this value to 0 if you don't need this effect.

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.1389243349.txt.gz · Last modified: 2014/01/08 23:55 by Mistermind