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move:projectiles [2022/12/24 19:56]
FreedTerror
move:projectiles [2022/12/24 20:01]
FreedTerror
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 **Limit Multicasting:** If enabled, you can place restrictions on projectiles. **Limit Multicasting:** If enabled, you can place restrictions on projectiles.
-  *Only This Projectile: If enabled, only this projectile can be active before more can be created. Useful if you only want a character to only have one projectile active at any given time. +  * **Only This Projectile:** If enabled, only this projectile can be active before more can be created. Useful if you only want a character to only have one projectile active at any given time. 
-  *On Screen Limit: How many projectiles can be active at once.+  * **On Screen Limit:** How many projectiles can be active at once.
  
 ==== Hit Area ==== ==== Hit Area ====
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 **Hit Type:** Determine the hit conditions for this move to be blockable or trigger a different animation. **Hit Type:** Determine the hit conditions for this move to be blockable or trigger a different animation.
-  * High Low: Can be blocked high (standing) or low (crouching). +  * **High Low**: Can be blocked high (standing) or low (crouching). 
-  * Low: Can only be blocked low. +  * **Low**: Can only be blocked low. 
-  * Overhead: Can only be blocked high. Its recommended to always use this for air moves. +  * **Overhead**: Can only be blocked high. Its recommended to always use this for air moves. 
-  * Launcher: Can be blocked high or low. If hit, sets the opposing character direct into juggle animation. +  * **Launcher**: Can be blocked high or low. If hit, sets the opposing character direct into juggle animation. 
-  * High Knockdown: Instantly send the opponent into ''Get Hit High Knockdown'' animation. This hit can only be blocked high. +  * **High Knockdown**: Instantly send the opponent into ''Get Hit High Knockdown'' animation. This hit can only be blocked high. 
-  * Mid Knockdown: Instantly send the opponent into ''Get Hit High Knockdown'' animation. This hit can be blocked either high or low. +  * **Mid Knockdown**: Instantly send the opponent into ''Get Hit High Knockdown'' animation. This hit can be blocked either high or low. 
-  * Knock Back: Instantly send the opponent into ''Get Hit Knock Back'' animation. Must apply vertical force for it to work. +  * **Knock Back**: Instantly send the opponent into ''Get Hit Knock Back'' animation. Must apply vertical force for it to work. 
-  * Sweep: Instantly send the opponent into ''Get Hit Sweep'' animation. This hit can only be blocked low.+  * **Sweep**: Instantly send the opponent into ''Get Hit Sweep'' animation. This hit can only be blocked low.
  
  
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 **Apply Different Air Force:** If enabled, how far should it push the opponent when hit in the air. **Apply Different Air Force:** If enabled, how far should it push the opponent when hit in the air.
-  * Applied Force (Air): When the projectile hits, how far should it push the airborne opponent.+  * **Applied Force (Air):** When the projectile hits, how far should it push the airborne opponent.
  
 **Apply Different Block Force:** If enabled, how far should it push the opponent when hit on block. **Apply Different Block Force:** If enabled, how far should it push the opponent when hit on block.
-  * Applied Force (Block): When the projectile hits, how far should it push the blocking opponent.+  * **Applied Force (Block):** When the projectile hits, how far should it push the blocking opponent.
  
 **Obey Directional Hit:** When the projectile hits, the forces applied will obey the opponent position in relation to the caster. **Obey Directional Hit:** When the projectile hits, the forces applied will obey the opponent position in relation to the caster.
move/projectiles.txt · Last modified: 2022/12/25 00:06 by FreedTerror