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Set how combos and deterioration behave in your game.
Block Input: The selected game input for blocking.
Block Effect: A prefab with particle effects that is fired when the character blocks.
Effect Kill Time: How long should the effect last before being destroyed.
Block Sound: A sound effect that plays when a character blocks.
Allow Air Block: If enabled, characters can block while in the air.
NOTE: Air Block mechanic works like in Marvel Vs series, not Street Fighter Alpha series.
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:
Parry Effect: A prefab with particle effects that is fired when the character parries.
Effect Kill Time: How long should the effect last before being destroyed.
Parry Sound: A sound effect that plays when a character parries.
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.
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 a split second when parrying.
Code access:
UFE.config.blockOptions
Code example:
if (UFE.config.player1Character.currentLifePoints < 10){ UFE.config.blockOptions.parryColor = Color.red; }