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move:projectiles [2022/12/24 19:15] FreedTerror |
move:projectiles [2022/12/25 00:06] (current) FreedTerror |
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**Duration (Seconds): | **Duration (Seconds): | ||
- | **Mirror On Right Side: | + | **Mirror On Right Side: |
**Speed:** The speed of the projectile. | **Speed:** The speed of the projectile. | ||
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**Weight:** A positive value will cause the projectile to fall. A negative value will cause the projectile to rise. | **Weight:** A positive value will cause the projectile to fall. A negative value will cause the projectile to rise. | ||
- | **Limit Multicasting: | + | **Limit Multicasting: |
- | *Only This Projectile: | + | |
- | *On Screen Limit: | + | |
==== 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). | + | |
- | * Low: Can only be blocked low. | + | |
- | * 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. | + | |
- | * High Knockdown: Instantly send the opponent into '' | + | |
- | * Mid Knockdown: Instantly send the opponent into '' | + | |
- | * Knock Back: Instantly send the opponent into '' | + | |
- | * Sweep: Instantly send the opponent into '' | + | |
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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): | + | |
**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): | + | |
**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. | ||
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* **Shake Density:** How much shake will be applied to the camera and character during freezing time. | * **Shake Density:** How much shake will be applied to the camera and character during freezing time. | ||
- | **Destroy When Off Camera:** | + | **Destroy When Off Camera: |
- | *Camera Bounds Offset: | + | |
==== Damage Options ==== | ==== Damage Options ==== | ||
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**Damage Scaling:** Whether or not damage is scaled down based on [[global: | **Damage Scaling:** Whether or not damage is scaled down based on [[global: | ||
- | **Hit Doesn' | + | **Hit Doesn' |
==== Hit Stun Options ==== | ==== Hit Stun Options ==== |