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global:combo [2013/12/09 22:44] Mistermind |
global:combo [2016/01/14 22:05] 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_combo.jpg?nolink |}} | + | {{ :global:global_combooptions.png?nolink |}} |
- | **Maximum Hits:** The maximum amount of hits allowed in a combo before the character becomes invincible and drops on the ground. | ||
- | **Hit Stun Deterioration: | + | ---- |
+ | |||
+ | ===== 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. | ||
+ | |||
+ | **Hit Stun Deterioration: | ||
**Minimum Hit Stun (frames):** Regardless of deterioration, | **Minimum Hit Stun (frames):** Regardless of deterioration, | ||
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**Minimum Damage:** Regardless of deterioration, | **Minimum Damage:** Regardless of deterioration, | ||
- | **Air Juggle Deterioration:** The higher the hits, the harder it is to juggle | + | **Max Crumple Hits:** How many crumple |
- | **Minimum Juggle Force:** Regardless of deterioration, | ||
- | **Never Air-Recover:** If a character gets hit in the air they will always | + | ---- |
+ | |||
+ | ===== Air Combos ===== | ||
+ | |||
+ | **Air-Juggle Deterioration: | ||
+ | |||
+ | **Air-Juggle Deterioration Type:** Which type of hits count towards Air-Juggle Deterioration. | ||
+ | |||
+ | **Minimum Juggle Force(Y):** Regardless of deterioration, | ||
+ | |||
+ | **Minimum Knock Back Force (X):** If a player gets hit in the air with an horizontal force higher than this value, the '' | ||
+ | |||
+ | |||
+ | **Air Recovery Type:** By default, choose what happens to a character | ||
+ | * __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 out the character (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. | ||
+ | |||
+ | **Never Corner Push:** If a character is in the corner, attacks that would otherwise push them backwards push the attacker instead. | ||
+ | |||
+ | **Fixed Juggle Weight:** If toggled, whenever a character enters in juggle stage they get a fixed weight. This is useful if you want every character behaving the same way when they are getting combo' | ||
+ | |||
+ | **Juggle Weight:** If the above option is enabled, how much weight should the characters be when being juggled. | ||
---- | ---- | ||
- | Code Access: '' | + | Code access: |
+ | |||
+ | '' | ||
+ | |||
+ | Code example: | ||
+ | <code c#>void OnHit(MoveInfo move, CharacterInfo hitter){ | ||
+ | if (hitter.currentGaugePoints > 100) UFE.config.comboOptions.neverAirRecover = true; | ||
+ | } | ||
+ | </ | ||
---- | ---- | ||
+ | |||
+ | |||
+ | [[global: |