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global:combo [2014/10/30 21:11]
Justin H.
global:combo [2022/12/24 20:09] (current)
FreedTerror
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 Set how combos and deterioration behave in your game.  Set how combos and deterioration behave in your game. 
  
-{{ :global:global_combo.png?nolink |}}+{{ :global:global_combooptions.png?nolink |}} 
 + 
 + 
 +---- 
 + 
 +===== General ===== 
 + 
 +**Display Mode:** Select rather you want the combo counter to be displayed _during_ the combo or at the end of it.
  
 **Maximum Hits:** The maximum amount of hits allowed in a combo before the character becomes invincible and drops to the ground. **Maximum Hits:** The maximum amount of hits allowed in a combo before the character becomes invincible and drops to the ground.
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 **Minimum Damage:** Regardless of deterioration, the damage of each consecutive hit will never go lower than this value. **Minimum Damage:** Regardless of deterioration, the damage of each consecutive hit will never go lower than this value.
 +
 +**Max Crumple Hits:** How many crumple hits can you have in a single combo before the character drops out.
 +
 +
 +----
 +
 +===== Air Combos =====
  
 **Air-Juggle Deterioration:** The higher the hits, the harder it is to juggle the character back into the air. **Air-Juggle Deterioration:** The higher the hits, the harder it is to juggle the character back into the air.
  
-**Air-Juggle Deterioration Type:** Which type of hits count towards Air-Juggle Deterioration.  ComboHits counts all, AirHits counts only air hits.+**Air-Juggle Deterioration Type:** Which type of hits count towards Air-Juggle Deterioration.  ''Combo Hits'' counts all, ''Air Hits'' counts only air hits.
  
 **Minimum Juggle Force(Y):** Regardless of deterioration, consecutive vertical forces applied during hit juggles will never go lower than this value. **Minimum Juggle Force(Y):** Regardless of deterioration, consecutive vertical forces applied during hit juggles will never go lower than this value.
  
-**Minimum Knock Back Force (X):** If a player gets hit in the air with an horizontal force higher then this value, the ''Get Hit Knock Back'' animation is triggered. Set this value to 0 if you don't need this effect.+**Minimum Knock Back Force (X):** If a player gets hit in the air with an horizontal force higher than this value, the ''Knock Back'' 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.+**Air Recovery Type:** By default, choose what happens to a character when it gets hit in the air (or launched). 
 +  * **Allow Moves:** After the hit stun runs out (air recovery), characters can immediately execute any move while still in the air. 
 +  * **Cant Move:** After the hit stun runs out (air recovery), the character can't move, but will land standing. 
 +  * **Dont Recover:** The hit stun never runs out. Any hit done in the air (or launcher) knocks down the character (or leaves it in a constant juggle state).
  
 **Reset Falling Force On Hit:** If enabled, falling characters will have their descending force reset to 0 if they get hit. This allows for easier juggles. **Reset Falling Force On Hit:** If enabled, falling characters will have their descending force reset to 0 if they get hit. This allows for easier juggles.
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 Code example: Code example:
-<code c#>void OnHit(MoveInfo move, CharacterInfo hitter){+<code c#>void OnHit(MoveInfo move, ControlsScript hitter){
  if (hitter.currentGaugePoints > 100) UFE.config.comboOptions.neverAirRecover = true;  if (hitter.currentGaugePoints > 100) UFE.config.comboOptions.neverAirRecover = true;
 } }
global/combo.1414717894.txt.gz · Last modified: 2014/10/30 21:11 by Justin H.