Rule customizev170 en-us

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Ring Out Rule Options From version 1.7, it is now possible to set ring out rules in the following combinations. Rule Setting Combinations A+1 When the opponent is thrown out of the ring by an aerial combo, additional attacks will cause the player to leave the ring first and be defeated. A + 2 When the opponent is thrown out of the ring by an aerial combo, additional attacks will cause the player to leave the ring first and be penalized (*). If the penalty does not cause a KO, restart. B+1 Standard fighting game style.Throwing the opponent out of the ring results in victory. B+2 When a player is carried out of the arena by an aerial combo, the combo is stopped and the defender is penalized. If the penalty does not cause a KO, restart. C+1 Aerial combos continue even outside the arena. If a KO is not caused, the player who left the arena first is defeated. (in most cases, the defender of the aerial combo is thrown out of the arena first, so while [Method to Determine which Player is Ringed Out First] A- Only a player on the ground is considered outside the arena, and ring out processing is handled at the moment of detection B- Regardless of whether on the ground or in the air, the player is considered to be outside the arena, and ring out processing is handled at the moment of detection C- Regardless of whether on the ground or in the air, the player is considered to be outside the arena, and ring out processing is handled after both players have landed (Record which player has left the arena first, and handle after landing) [Ring Out Post Processing] 1) The first player to leave the ring is defeated 2) The match is restarted

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EF-12 v1.7 new feature "Rule customize" explain doc

Transcript of Rule customizev170 en-us

Page 1: Rule customizev170 en-us

Ring Out Rule OptionsFrom version 1.7, it is now possible to set ring out rules in the following combinations.

Rule Setting CombinationsA+1 When the opponent is thrown out of the ring by an aerial combo, additional attacks will cause the player to leave the ring first and be defeated.A + 2 When the opponent is thrown out of the ring by an aerial combo, additional attacks will cause the player to leave the ring first and be penalized (*).     If the penalty does not cause a KO, restart.B+1   Standard fighting game style.Throwing the opponent out of the ring results in victory.B+2 When a player is carried out of the arena by an aerial combo, the combo is stopped and the defender is penalized.     If the penalty does not cause a KO, restart.C+1 Aerial combos continue even outside the arena. If a KO is not caused, the player who left the arena first is defeated.              (in most cases, the defender of the aerial combo is thrown out of the arena first, so while this rule can be set, it has no meaning)

C+2 Aerial combos continue even outside the arena. If a KO is not caused, restart.

[Method to Determine which Player is Ringed Out First]A- Only a player on the ground is considered outside the arena, and ring out processing is handled at the moment of detectionB- Regardless of whether on the ground or in the air, the player is considered to be outside the arena, and ring out processing is handled at the moment of detectionC- Regardless of whether on the ground or in the air, the player is considered to be outside the arena, and ring out processing is handled after both players have landed     (Record which player has left the arena first, and handle after landing)

[Ring Out Post Processing]   1) The first player to leave the ring is defeated  2) The match is restarted

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Penalties when Ringed Out

To prevent players intentionally ringing themselves out when at a disadvantage, the first player to be ringed out receives the following two penalties. (Penalties also apply when pushed out by the opponent)

(1) Deplete HP by X%(2) Deplete power gauge by X bars

- Penalty application timingPenalties are applied immediately when a player is determined to have left the arena.When penalty application results in reducing HP to zero, the KO sequence is initiated

- How to set Ring Out PenaltySet the following items in [Game setting] within ef12_setting.ini

RINGOUT_PENALTY_LIFE = 0.1      The HP maximum multiplier this value is reduced)RINGOUT_PENALTY_POW = 1.0 1 equals one bar.Values less than one are accepted (e.g.0.5)

(Setting RINGOUT_PENALTY_LIFE = 0.0, RINGOUT_PENALTY_POW = 0.0 has the same meaning as turning off the penalty)

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Damage adjustment during ring out

By setting airborne state to not count as ring out, and also setting restart rules to "out of arena aerial combo modifier", it is possible to set rules that will multiply attack damage outside of the arena.

● How to set Out of Arena Aerial Combo ModifierSet the following items in [Game setting] within ef12_setting.ini

RINGOUT_DAMAGE_BOOST = 1.5 Enter the damage multiplier.1.5 will cause damage to be multiplied by 1.5(If set to 1.0, the penalty is disabled)

[However, Air Reversals(L+R, consuming 2 power) are still effective outside the arena, giving an airborne player with at least 2 power remaining a chance to counterattack, even when outside the arena.]

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■ Ring SizeMinimum: 14 m diameter - the size of "Training Room" in version 1.7Maximum: 18 m diameter - the size of "Stone Circle" in version 1.7

■ Out of Arena Aerial Combo ModifierRINGOUT_DAMAGE_BOOST = 2.0    Aerial combos will cause double damage outside of the arena

■ Ring Out PenaltyRINGOUT_PENALTY_LIFE = 0.1     Lose 10% of HPRINGOUT_PENALTY_POW = 1.0 Lose 1 bar from Power Gauge

EF-12 Official Rules  From v1.7, the official rules of EF-12 have been established as below

■ Rule OptionsC+2 Aerial combos continue even outside the arena. If a KO is not caused, restart.

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EF-12 Official Characters  For competitions held using official rules, the official usable characters are as follows

VF-AKAGIVF-yNinjaTK-SCHNEIDERTK-MontaukSF-DRAKENSF-FOKKERSC-BRYNHILDR