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global:combo [2016/01/14 22:05]
Mistermind
global:combo [2021/04/26 23:29]
Mistermind
Line 40: Line 40:
   * __Allow Moves:__ After the hit stun runs out (air recovery), characters can immediately execute any move while still in the air.   * __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.   * __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).+  * __Dont Recover:__ The hit stun never runs out. Any hit done in the air (or launcher) knocks down the character (or leaves it in a 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. **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.
Line 56: Line 56:
  
 Code example: Code example:
-<code c#>void OnHit(MoveInfo move, CharacterInfo hitter){+<code c#>void OnHit(MoveInfo move, ControlsScript hitter){
  if (hitter.currentGaugePoints > 100) UFE.config.comboOptions.neverAirRecover = true;  if (hitter.currentGaugePoints > 100) UFE.config.comboOptions.neverAirRecover = true;
 } }
global/combo.txt · Last modified: 2022/12/24 20:09 by FreedTerror