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global:block

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Table of Contents

Block Options

Set how combos and deterioration behave in your game.


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: Air Block mechanics works like in Marvel Vs series, not Street Fighter Alpha series.


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.


Code access:

UFE.config.blockOptions

Code example:

if (UFE.config.player1Character.currentLifePoints < 10){
	UFE.config.blockOptions.parryColor = Color.red;
}

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global/block.1433876516.txt.gz · Last modified: 2015/06/09 15:01 by Mistermind