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move:general [2014/04/29 23:43]
Mistermind
move:general [2022/12/06 02:55] (current)
FreedTerror
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 ====== General Options ====== ====== General Options ======
-Set options like attack type, armor and gauge of your move here. +Set general options of your move here.
  
-{{ :move:move_general.jpg?nolink |}}+{{ :move:move_general.png?nolink |}}
  
 +----
 +
 +**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:** 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. **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.+==== Behavior ====
  
-**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 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) **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.\\
-**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. 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.
 +  * **Link On Landing:** Select which move will play on landing.
  
-**Gauge (Meter) Options:** Set how much gauge the character will receive on hitmiss or block -or- how much gauge a move requires to be triggered by the player.+**Auto-correct Rotation:** If this is toggled on, this move will automatically correct its rotation in case it crosses the opponent over.
  
-**OP. Gauge Gain on Block:** How much gauge will the opponent get if they block this attack.+(if Auto-correct Rotation) **Frame Window:** From which frame this move will auto-correct rotation.
  
-**OP. Gauge Gain on Parry:** How much gauge will the opponent get if they parry this attack.+**Execution Cooldown:** Stops the move from being executed after being executed once.
  
-**OP. Gauge Gain on Hit:** How much gauge will the opponent get if they get hit by this attack.+(if Execution Cooldown) **Frames Cooldown:** How many frames ([[global:advanced|FPS]]) before the move can be executed again.
  
-**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.\\ +**Allow Side Switch:**
-//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, ControlsScript hitter){
  if (move.attackType == AttackType.EX) Debug.Log("EX Move fired!");  if (move.attackType == AttackType.EX) Debug.Log("EX Move fired!");
 }</code> }</code>
move/general.1398829418.txt.gz · Last modified: 2014/04/29 23:43 by Mistermind