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Here you can set when (and where) your move will become hit active, as well as define every aspect of the hit, from damage to frame advantage.
In this documentation sometimes you will read “frames” as a reference to time. In fighting game terminology, a frame is, based on the standard 60 fps, 1/60 of a second. For example, a move that has 30 frames lasts half a second. Don't worry though, as this tutorial makes no requirement of such frame rate.
In this example we will be using .\UFE\Characters\Demo_Character\KickCrouchingLight.asset
Define the active frames here. Moves can have multiple hits, and you can define the timing of each hit by carefully spacing each group of active frames and adjusting frame advantage.
Active Frames: Set when will this hit becomes active during the move.
To read more about start up, active and recovery frames, follow this link.
Continuous Hit: If enabled, as long as the active hurtboxes are in contact with the opponent, a new hit will be confirmed, spaced out by its Hit Strength speed. Useful for making moves like Chun-li's Lightning Legs or Blanka's Electricity.
Armor Breaker: If enabled, this move will ignore any armor an opposing move has.
Hit Strength: Set what kind of hit this is based on your hit effect options. Crumple hit can also be used as a knockdown.
Hit Type: Determine the hit conditions for this move to be blockable or trigger a different animation.
Get Hit High Knockdown
animation. This hit can only be blocked high.Get Hit High Knockdown
animation. This hit can be blocked either high or low.Get Hit Sweep
animation. This hit can only be blocked low.Get Hit Corkscrew
animation. Must apply vertical force for it to work.Hit ground opponent: If toggled on, this hit can strike opponents that are on the ground (but not knockdown).
Hit air opponent: If toggled on, this hit can strike air opponents.
Hit down opponent: If toggled on, this hit can strike knocked down opponents. Make sure you have knockdown hitboxes toggled on.
Damage Type: Set if the damage is in points or percentage.
Damage on Hit: Damage caused on hit.
Damage on Block: Damage caused on block.
Damage Scaling: Rather or not should this damage be scaled down based on the hits in a combo. More options available at Combo Options.
Reset Hit Stun: If you are using hit stun deterioration, enable this to reset the stun and its deterioration value.
Hit Stun Type - Frame Advantage
You can choose to set your hit stun as a static frame advantage value. In UFE, frame advantage is calculated by accounting the remaining frames of an animation when it hits plus the defined values below. Frame advantage does not take into consideration move cancels, just the total animation frames.
To quote Ashn0d from Eventhubs on frame advantage:
A positive number means how many frames faster than your opponent you will recover after successfully hitting them with this attack. Negative numbers mean how much faster your opponent will recover than you after being hit.
Hit Stun Type - Frames
Set the hit stun as a raw frame count format.
Hit Stun Type - Seconds
Set the hit stun time in seconds.
Opponent/Self:
Pulls characters close to one another until the determined body parts collide. Useful for moves that needs to adjust the opponent in a fixed position before applying a hit. Much like Ibuki's Raida attack.
If you apply a low speed, this can also be used to pull enemies in as it follows an animation. Without going into much detail, something like Scorpion's Spear hook could be coded using this.
Opponent Towards Self: Pulls the opponent towards the character.
Self Towards Opponent: Pulls the character towards the opponent.
Hurt boxes are the selected body parts from your character (previously set on Hit Box Setup) that become active during your move. When they collide with the opponent, a hit is detected. Each hit can be filled with several different sets of hurt boxes.
Body Part: The selected body part that will hold the hurt box.
Radius: The size of this hurt box. Sometimes, for balancing purposes, you might want to have bigger hurt boxes than the animation seems to have. This can be adjusted here.
Off Set: Off sets the hurt box positions.
The area witch will trigger a blocking pose from the opponent if they are holding the block button. Leave the radius at 0 if you want this move to be unblockable.
Active Frames: The frames in witch the opponent can block this move. Its recommended to have it covering all the active hit frames.
Body Part: The body part in witch the block area will spawn and follow.
Off Set: If necessary, off set the area.
Note: By default the block area is already set to move about half a unit forward.
Code example:
void OnHit(HitBox strokeHitBox, MoveInfo move, CharacterInfo hitter){ foreach(Hit hit in move.hits){ Debug.Log ("Damage: "+ hit.damageOnHit); } }