Create Combo Data
Create → Combat System → Combat → Combo Data
Combo Name
The name you set will appear in the UI.
Combo Inputs
Input used to execute combos.
Combo Clips
Run a combo animation that matches the current input.
Movement State
Select whether the combo is used on the ground or in the air
Is Sprint
Is the combo used when running
Hit Reaction Datas
Used a double list for cases where there is a single attack or multiple attacks in one animation.
Hit Reaction Data
Set the data by the first, second... index, assuming there are multiple attacks in one animation.
Armed Type
Trace Type
Bones
This enum is used by humanoids. If Amred Type is set to None, the collider will be located in the specified bone
Trace Radius
Set the radius of the collider
Trace Angle
Set the angle of the collider
Trace Height
Set the height of the collider
Hit Clip
Block Hit Clip
Parrying Hit Clip
Parrying Reaction Clip
Transition Duration
Use Parrying Reaction
Does the attacker animation a reaction on successful parrying?
Use Motion Warping
Offset Position
Duration
Time to reach OffsetPosition
On successful parrying, it will move to the Offset position when running the Reaction Animation.
Is Hit Stop
Stop Scale
Set the TimeScale
Stop Time
Set the Stop timer
Is Shake
Shake Scale
Set the Shake Scale
Is Knockback
Knockback Force
Knockback force in the direction of the attacker and victim
Knockback Time
Intensity
Wall Hitable
Set whether to crash into a wall if there is a wall behind you if the knockback force is 5 or higher
Is Airborne
Height
Set the Airborne Height
Force
Airborne Time
Intensity