This shows you the differences between two versions of the page.
Both sides previous revision Previous revision Next revision | Previous revision | ||
global:combo [2014/01/30 02:06] Mistermind |
global:combo [2022/12/24 20:09] (current) FreedTerror |
||
---|---|---|---|
Line 2: | Line 2: | ||
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. | + | ---- |
+ | |||
+ | ===== 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: | **Hit Stun Deterioration: | ||
Line 15: | Line 21: | ||
**Minimum Damage:** Regardless of deterioration, | **Minimum Damage:** Regardless of deterioration, | ||
- | **Air Juggle Deterioration: | + | **Max Crumple Hits:** How many crumple hits can you have in a single combo before the character drops out. |
+ | |||
+ | |||
+ | ---- | ||
+ | |||
+ | ===== 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 Juggle Force(Y):** Regardless of deterioration, | ||
- | **Minimum Knock Back Force (X):** If a player gets hit in the air with an horizontal force higher | + | **Minimum Knock Back Force (X):** If a player gets hit in the air with an horizontal force higher |
+ | |||
+ | |||
+ | **Air Recovery Type:** By default, choose what happens to a character when it gets hit in the air (or launched). | ||
+ | * **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 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. | ||
+ | |||
+ | **Never Corner Push:** If a character is in the corner, attacks that would otherwise push them backwards push the attacker instead. | ||
- | **Never Air-Recover:** If a character | + | **Fixed Juggle Weight:** If toggled, whenever |
- | **Corner Counter Force:** If a character is in the corner, attacks that would otherwise push them backwards push the attacker instead. | + | **Juggle Weight:** If the above option is enabled, how much weight should |
---- | ---- | ||
Line 31: | Line 56: | ||
Code example: | Code example: | ||
- | <code c#>void OnHit(MoveInfo move, CharacterInfo | + | <code c#>void OnHit(MoveInfo move, ControlsScript |
if (hitter.currentGaugePoints > 100) UFE.config.comboOptions.neverAirRecover = true; | if (hitter.currentGaugePoints > 100) UFE.config.comboOptions.neverAirRecover = true; | ||
} | } |