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move:armor [2014/04/29 18:21]
Mistermind created
move:armor [2022/12/06 16:12] (current)
FreedTerror
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 ====== Armor Options ====== ====== Armor Options ======
-Armor allows moves to resit hits without getting canceled. You can also use this option to emulate and override certain hits as it links to other moves (such as Gouken's counter attack) You can read more about armors and its behavor on SF4 by following this [[http://streetfighter.wikia.com/wiki/Super_Armor|link]].+Armor allows moves to resit hits without getting canceled. You can also use this option to emulate and override certain hits as it links to other moves (such as Gouken's counter attack).  You can read more about armors and its behavor on SF4 by following this [[http://streetfighter.wikia.com/wiki/Super_Armor|link]].
  
-{{ :move:move_armor.jpg?nolink |}}+{{ :move:move_armor.png?nolink |}}
  
-**Move Name:** The move name. This is the main identifier for this move. +----
- +
-**Move Description:** The move description. Can be used in handy guides inside your game. +
- +
-**FPS Architecture:** The frame per second architecture this move is designed for. By default this value is set to 60. Be very careful when changing this value on already coded moves. The editor will recalculate the frames in your move which can cause already coded frame data to malfunction. +
- +
-**Attack Type:** If the attack is Regular, Special, EX or Super. Although you can use this for organization purposes while creating your special moves, Currently UFE has no visual cue to distinct these value types. +
- +
-**Armor:** How many hits can a character using this move takes before breaking the move. You can read more about it following this [[http://streetfighter.wikia.com/wiki/Super_Armor|link]]. +
- +
-**Combat Stance:** Use this option to change between [[character:movesets|move sets]] by setting this value to the desired stance. If you don't need to change stances, just leave this value untouched. +
- +
-**Ignore Gravity:** If this move is triggered in the air, should the character ignore the laws of physics for the duration of the move? +
- +
-**Ignore Friction:** If force is applied to this character while this move is active, ground friction will not slow it down. (Useful for moves like Blanka's Rolling Attack or Ryu's Tatsumaki Senpukyaku) +
- +
-**Auto-correct Rotation:** If this is toggled on, this move will automatically correct its rotation in case it crosses the opponent over. +
- +
-**Cancel Move When Landing:** If the move was executed in the air, should it automatically cancel into the landing animation once it hits the ground? Enable this for standard air moves.\\ +
-Disable this if you have moves that have their own landing animations or special moves that launches the character in the air but can be punished when they hit the ground. Make sure you apply the right amount of force so the whole animation can match the game's physics.+
  
-**Gauge (Meter) Options:** Set how much gauge the character will receive on hit, miss or block -or- how much gauge a move requires to be triggered by the player.+**Hit Absorption:** The number of hits this move can absorb before being canceled.  Leave at 0 for no armor.
  
-**OP. Gauge Gain on Block:** How much gauge will the opponent get if they block this attack.+**Damage Absorption (%):** When being hit by a damaging attack, how much of the damage should it nullify.
  
-**OP. Gauge Gain on Parry:** How much gauge will the opponent get if they parry this attack.+** Block Hits:** Force the hit character to block.
  
-**OPGauge Gain on Hit:** How much gauge will the opponent get if they get hit by this attack.+**Override Hit Effect:** If enabled, it will replace the default hit effect by the one selected in the panel below this option. 
 +  * **Particle Effect:** The particle effect that is fired when the character gets hit. 
 +  * **Effect Duration:** Time before effect prefab is destroyed. 
 +  * **Sound Effect:** Sound effect that will play during hit. 
 +  * **Freezing Time:** The game will freeze for a very brief moment (in seconds) when a hit connects. 
 +  * **Animation Speed (%):** On hit, the animation speed of both characters will be set for this value. 
 +  * **Mirror On Right Side:** Rotates the y-axis of the particle effect by 180, if the character is on the right side. 
 +  * **Shake Character On Hit:** During the freezing time, the character can shake very slightly giving a more convincing hit effect. 
 +  * **Shake Camera On Hit:** To make the hit more impacting, you can also set the camera to shake slightly during freezing time. 
 +  * **Shake Density:** How much shake will be applied to the camera and character during freezing time.
  
-**Possible States:** Possible character positions in witch a move be executed by the player. The options are Stand, Crouch, Forward Jump, Back Jump, Straight Jump. You can set multiple states to allow the move to be executed from several different conditions.\\ +**Non Affected Body Parts:** Allows you to select which part of the body can't resist hits (doesn't have armor)Useful in case you'd like to create your own block system.
-//Coming soon:// Close to Opponent, Far from Opponent.+
  
 ---- ----
 Code example: Code example:
 <code c#>void OnHit(HitBox strokeHitBox, MoveInfo move, CharacterInfo hitter){ <code c#>void OnHit(HitBox strokeHitBox, MoveInfo move, CharacterInfo hitter){
- if (move.attackType == AttackType.EX) Debug.Log("EX Move fired!");+ if (move.armorOptions.hitAbsorption > 0) Debug.Log("This move has armor!");
 }</code> }</code>
 ---- ----
move/armor.1398810081.txt.gz · Last modified: 2014/04/29 18:21 by Mistermind