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move:general [2014/03/04 02:39] Mistermind |
move:general [2022/10/12 03:01] Mistermind |
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====== General Options ====== | ====== General Options ====== | ||
- | Set options | + | Set general |
- | {{ : | + | {{ : |
+ | ---- | ||
+ | |||
+ | **Gameplay Type:** Set the move to be either for 2D or 3D gameplay. 3D gameplay allows you to access the z axis on certain options. | ||
**Move Name:** The move name. This is the main identifier for this move. | **Move Name:** The move name. This is the main identifier for this move. | ||
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**FPS Architecture: | **FPS Architecture: | ||
- | **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. | + | ==== Behavior ==== |
- | **Armor:** How many hits can a character using this move takes before breaking | + | **Ignore Gravity:** If this move is triggered in the air, should the character ignore the laws of physics for the duration of the move. |
- | **Combat Stance:** Use this option to change between [[character: | + | **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 |
+ | Disable this if you have moves that have their own landing animations or special moves that launches | ||
- | **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' |
- | + | ||
- | **Ignore Friction:** If force is applied to this character while this move is active, ground friction will not affect this it. (Example: | + | |
**Auto-correct Rotation:** If this is toggled on, this move will automatically correct its rotation in case it crosses the opponent over. | **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.\\ | + | (if Auto-correct Rotation) |
- | 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 | + | |
- | + | ||
- | **OP. Gauge Gain on Block:** How much gauge will the opponent get if they block this attack. | + | |
- | **OP. Gauge Gain on Parry:** How much gauge will the opponent get if they parry this attack. | ||
- | **OP. Gauge Gain on Hit:** How much gauge will the opponent get if they get hit by this attack. | + | **Execution Cooldown:** Stops the move from being executed after being executed once. |
- | **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 | + | (if Execution Cooldown) |
- | //Coming soon:// Close to Opponent, Far from Opponent. | + | |
---- | ---- | ||
Code example: | Code example: | ||
- | <code c#>void OnHit(HitBox strokeHitBox, | + | <code c#>void OnHit(HitBox strokeHitBox, |
if (move.attackType == AttackType.EX) Debug.Log(" | if (move.attackType == AttackType.EX) Debug.Log(" | ||
}</ | }</ |