====== Block Options ====== Set how combos and deterioration behave in your game. {{ :global:global_blockoptions.png?nolink |}} ---- ===== Block ===== **Block Input:** The selected game input for blocking. **Allow Air Block:** If enabled, characters can block while in the air. **Ignored Applied Forces:** If enabled, the character will not be pushed by the hit. __Note__: The air block mechanics in UFE is inspired by the Marvel Vs series. **Allow Move Canceling:** If enabled, move can be preformed while blocking. ---- ===== Parry ===== **Parry Input:** What input should the player "tap" to be able to parry (or "just block") a hit. **Parry Timing:** The lower the number, the harder it is to parry. **Parry Stun Type:** * **Fixed:** Choose the amount of fixed frames the parry animation will run for. * **Block Stun Percentage:** Instead of a fixed value, the parry can be based off the amount of block stun the hit generates. **Highlight When Parry**: Should a character flash to a new color when they parry? **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. **Ignore Applied Forces:** If enabled, the character will not be pushed by the hit. **Reset Button Sequence:** Removes the character's store button sequence after they parry. **Enable Easy Parry:** Make it easier to Parry by allowing a single parry window (''Parry Timing'') to be used in multiple sequential hits. ---- Code access: ''UFE.config.blockOptions'' Code example: if (UFE.config.player1Character.currentLifePoints < 10){ UFE.config.blockOptions.parryColor = Color.red; } ---- [[global:start|< Back to Global Editor]]