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move:chainmoves [2013/12/11 16:34] Mistermind |
move:chainmoves [2016/11/11 11:35] Mistermind [Video Tutorial] |
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- | ====== Chain Moves (Move Link) ====== | + | ====== Chain Moves ====== |
- | Create custom combos and linkers by chaining moves using animation cancel techniques and frame links. | + | Create custom combos and linkers by chaining moves using animation cancel techniques and frame links. This feature is only available in the **PRO** and **SOURCE** versions of UFE. |
- | {{ :move:move_chain.jpg?nolink |}} | + | {{ :move:move_hitconfirm.jpg?nolink |}} |
- | **Required Moves:** If you are making a custom combo, you may have this move be only accessible after the previous hit in a chain was cast. Multiple Required Moves means multiple options for this move to be executed. | + | ---- |
- | __Note:__ A required | + | ===== Required Moves ===== |
+ | If you are making a custom combo, you may have this move only accessible after the previous | ||
- | __Example 1:__ Pressing //Button 1// twice can cause the character to use swing both the right and left hands to punch. //Left Punch// can be a move with the requirements of having //Right Punch//, | + | __Note__: A required move link can only happen if the previous |
- | __Example | + | __Example |
+ | __Example 2__: A move can also be triggered by several different moves. If you have //Right Punch// and //Right Kick// as Required Moves, it means that this move can be linked from //Right Punch// **or** //Right Kick//. | ||
+ | |||
+ | ---- | ||
+ | ===== Move Links ===== | ||
+ | Select the moves in which this move can be canceled into. | ||
+ | |||
+ | **Frame link:** In which frames during this move should the following moves be linkable. If the conditions are met, this move will automatically get canceled in the frame it is in. | ||
+ | |||
+ | **Link Conditions: | ||
+ | * Hit Confirm: The following linked moves can be executed according to the options below. | ||
+ | * Counter Move: The following linked moves can be executed according to the options below. | ||
+ | * No Conditions: The following linked moves can be executed as soon as the frame links allow. | ||
+ | |||
+ | ---- | ||
+ | //(Link Condition: Hit Confirm)// | ||
+ | Triggers when the opponent gets hit by this attack. | ||
+ | |||
+ | * On Strike: If the move strikes the opponent | ||
+ | * On Block: If the move hits the opponent while they are blocking | ||
+ | * On Parry: If the move hits the opponent as they parry | ||
+ | |||
+ | ---- | ||
+ | //(Link Condition: Counter Move)//\\ | ||
+ | Triggers when the player gets hit by an opponent as this move is being executed | ||
+ | |||
+ | **Counter Move Options:** | ||
+ | * **Filter Type:** When Move Filter is selected, you can select from a selection of attributes that narrow down what moves will trigger this counter. If Specific Move is selected, this counter will only trigger if in response to the selected move. | ||
+ | |||
+ | {{ :: | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | * Hit Strength: If //Any Hit Strength// is toggled off, this link will only be possible if the attack meets this criteria. | ||
+ | * Stroke Hit Box: If //Any Stroke Hit Box// is toggled off, this link will only be possible if the hit strikes this type of hit box. | ||
+ | * Hit Type: If //Any Hit Type// is toggled off, this link will only be possible if the attack meets this criteria. | ||
+ | * Disable Hit Impact: If enabled and all conditions are met, the impact will be ignored by the engine as it never touched any of the hitboxes. | ||
+ | |||
+ | ---- | ||
+ | //(Link Condition: No Conditions)// | ||
+ | If No Condition is set, then this move can link into the following without requiring a Hit Confirm or Counter Move. Useful if you want to have a set string play out, as the player presses a sequence, regardless if the moves are hitting or not. | ||
+ | |||
+ | ---- | ||
+ | === Linked Moves === | ||
+ | If Link Conditions are met, these are the moves this move can link into. | ||
+ | * Ignore Inputs (Auto Execution): If enabled, the first move on this list will be automatically triggered regardless of the input required. | ||
+ | * Ignore Player Conditions: If enabled, Player Conditions for the linked move is ignored. | ||
+ | * Allow Buffer: If enabled, allows use of input buffer for easier linking. | ||
+ | * Startup Frame: Allows you to set in which frame should the following move(s) start from. Useful for building custom combos such as [[http:// | ||
+ | * Move(s): The list of linked moves. | ||
+ | |||
+ | __Important: | ||
+ | |||
+ | **Note:** This is not the only means for a combo. Raw combos can be set by carefully adjusting the frame advantages between moves so the opponent remains in hit stun. This is how most of the [[http:// | ||
+ | |||
+ | |||
+ | |||
+ | ---- | ||
+ | ===== Video Tutorial ===== | ||
- | **Button Sequences:** The buttons required to trigger the first sequence of your special move. You can set how fast a sequence must be executed by changing the //execution timing// in the [[character: | + | {{youtube> |
- | **Button Executions: | ||
---- | ---- | ||
Code example: | Code example: | ||
<code c#>void OnMove(MoveInfo move, CharacterInfo player){ | <code c#>void OnMove(MoveInfo move, CharacterInfo player){ | ||
- | Debug.Log(" | + | Debug.Log(move.moveName + " |
+ | foreach(MoveInfo nextMove in move.frameLink.linkableMoves){ | ||
+ | Debug.Log(nextMove.moveName); | ||
+ | } | ||
}</ | }</ | ||
---- | ---- | ||
- | [[move:introduction|< Back to Move Editor]] | + | [[move:start|< Back to Move Editor]] |