Commit Nov 21st 2017

11/21/2017 10:15 PM – It seems that all callbacks for both the enemy and player are complete for all permutations of both self inflicted and opponent inflicted effects (Damage, healing, status effects, etc). This also takes into account and plays the appropriate animation for affinity to magick types (having greater than 100% fire defense will heal instead of hurt the attackee when a fire spell is cast against them). Of course, all graphics, vfx, and animations are currently placeholder, but it seems that the code is solid and complete.

In order to accomplish this, the enemy animator has been totally revamped.

Still have to test more thoroughly (with multiple enemies, additional spells, active combat mode, etc.)

Have to perform clean up on some unused animation boolean sets in code.

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