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global:block [2014/10/30 21:15]
Justin H.
global:block [2016/01/14 23:25]
Mistermind
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 Set how combos and deterioration behave in your game.  Set how combos and deterioration behave in your game. 
  
-{{ :global:global_block.png?nolink |}}+{{ :global:global_blockoptions.png?nolink |}}
  
 +
 +----
 ===== Block ===== ===== Block =====
  
 **Block Input:** The selected game input for blocking. **Block Input:** The selected game input for blocking.
  
-**Block Effect:** A prefab with particle effects that is fired when the character blocks.+**Allow Air Block:** If enabled, characters can block while in the air.
  
-**Effect Kill Time:** How long should the effect last before being destroyed.+**Ignored Applied Forces:** If enabled, the character will not be pushed by the hit.
  
-**Block Sound:** A sound effect that plays when a character blocks.+__Note__The air block mechanics in UFE is inspired by the Marvel Vs series.
  
-**Allow Air Block:** If enabled, characters can block while in the air. 
  
 +----
 ===== Parry ===== ===== Parry =====
  
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    * **Block Stun Percentage:** Instead of a fixed value, the parry can be based off the amount of block stun the hit generates.    * **Block Stun Percentage:** Instead of a fixed value, the parry can be based off the amount of block stun the hit generates.
  
-**Parry Effect:** A prefab with particle effects that is fired when the character parries. +**Highlight When Parry**: Should a character flash to a new color when they parry?
- +
-**Effect Kill Time:** How long should the effect last before being destroyed.+
  
-**Parry Sound:** A sound effect that plays when a character parries.+**Parry Color Mask:** If highlight is toggled, the character will flash into this color for a split second when parrying.
  
 **Allow Air Parry:** Whether or not characters can parry while in the air. **Allow Air Parry:** Whether or not characters can parry while in the air.
- 
-**Highlight When Parry**: Should a character flash to a new color when they parry? 
  
 **Ignore Applied Forces:** If enabled, the character will not be pushed by the hit. **Ignore Applied Forces:** If enabled, the character will not be pushed by the hit.
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 **Reset Button Sequence:** Removes the character's store button sequence after they parry. **Reset Button Sequence:** Removes the character's store button sequence after they parry.
  
-**Parry Color:** If highlight is toggled, the character will flash into this color for split second when parrying.+**Enable Easy Parry:** Make it easier to Parry by allowing single parry window (''Parry Timing'') to be used in multiple sequential hits. 
  
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global/block.txt · Last modified: 2022/12/06 15:07 by FreedTerror