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move:armor [2014/10/30 17:01]
Justin H.
move:armor [2022/12/06 16:12] (current)
FreedTerror
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 {{ :move:move_armor.png?nolink |}} {{ :move:move_armor.png?nolink |}}
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 +----
  
 **Hit Absorption:** The number of hits this move can absorb before being canceled.  Leave at 0 for no armor. **Hit Absorption:** The number of hits this move can absorb before being canceled.  Leave at 0 for no armor.
  
 **Damage Absorption (%):** When being hit by a damaging attack, how much of the damage should it nullify. **Damage Absorption (%):** When being hit by a damaging attack, how much of the damage should it nullify.
 +
 +** Block Hits:** Force the hit character to block.
  
 **Override Hit Effect:** If enabled, it will replace the default hit effect by the one selected in the panel below this option. **Override Hit Effect:** If enabled, it will replace the default hit effect by the one selected in the panel below this option.
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   * **Freezing Time:** The game will freeze for a very brief moment (in seconds) when a hit connects.   * **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.   * **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 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 Camera On Hit:** To make the hit more impacting, you can also set the camera to shake slightly during freezing time.
move/armor.1414702890.txt.gz · Last modified: 2014/10/30 17:01 by Justin H.