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global:combo [2013/12/09 22:39] Mistermind |
global:combo [2022/12/24 20:09] (current) FreedTerror |
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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: | + | ---- |
- | **Minimum Hit Stun (frames):** Regardless of deterioration, | + | ===== General ===== |
- | **Damage | + | **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 | ||
+ | |||
+ | **Damage Deterioration: | ||
+ | |||
+ | **Minimum Damage:** Regardless of deterioration, | ||
+ | |||
+ | **Max Crumple Hits:** How many crumple hits can you have in a single combo before the character drops out. | ||
- | **Bounce Hit Boxes:** Will the character retain its hitboxes when bouncing or will it become invincible? | ||
---- | ---- | ||
- | Code Access: '' | + | |
+ | ===== Air Combos ===== | ||
+ | |||
+ | **Air-Juggle Deterioration:** The higher the hits, the harder it is to juggle the character back into the air. | ||
+ | |||
+ | **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 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. | ||
+ | |||
+ | **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 example: | ||
+ | <code c#>void OnHit(MoveInfo move, ControlsScript hitter){ | ||
+ | if (hitter.currentGaugePoints > 100) UFE.config.comboOptions.neverAirRecover = true; | ||
+ | } | ||
+ | </ | ||
+ | ---- | ||
+ | |||
+ | |||
+ | [[global: |