From 6b31e98b7c34263f9be96b9b3c04ea9bbb6cc889 Mon Sep 17 00:00:00 2001 From: Richy1111 <72468758+Richy1111@users.noreply.github.com> Date: Mon, 2 Oct 2023 10:47:55 -0400 Subject: [PATCH 1/2] Update spells.md So I forgot the 'Hit Animation' option... Sorry for bringing this back to PR. Had to fix it. --- src/content/docs/en-US/design/spells.md | 1 + 1 file changed, 1 insertion(+) diff --git a/src/content/docs/en-US/design/spells.md b/src/content/docs/en-US/design/spells.md index a6fa35151..703af89cf 100644 --- a/src/content/docs/en-US/design/spells.md +++ b/src/content/docs/en-US/design/spells.md @@ -30,6 +30,7 @@ Spells can be created by clicking `Spell Editor` inside the `Game Editors` tab o - *Bound*: Toggling this will make your spell bound to a character which disables the character from unlearning it. - *Sprite Cast Anim*: You can select a sprite cast animation here. The sprite needs to be located in your clients `resources/entities` folder and they must be in `.png` format with the naming convention, `spritename_cast_customname.png`. This option will override the engine default sprite animation named, `spritename_cast.png`. - *Extra Cast Anim*: You can select an extra cast animation here. If you don't have any animations created, refer to the `Animation Editor` in the `Game Editors` tab on the main interface. +- *Hit Animation*: You can select a hit animation that will play on the target. If you don't have any animations created, refer to the `Animation Editor` in the `Game Editors` tab on the main interface. - *Casting Requirements*: Clicking this will open another window which is used for `Conditions`. Refer to the [Conditions](./conditions.md) documentation section for more information about this. - *Cannot Cast Message*: Allows you to set a message as to why the spell can't cast. From a0b4799da361a22e2f43aabcd5c83ef81dc77909 Mon Sep 17 00:00:00 2001 From: Richy1111 <72468758+Richy1111@users.noreply.github.com> Date: Mon, 2 Oct 2023 15:45:05 -0400 Subject: [PATCH 2/2] Update spells.md Removed the double phrase. --- src/content/docs/en-US/design/spells.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/content/docs/en-US/design/spells.md b/src/content/docs/en-US/design/spells.md index 703af89cf..df21a154b 100644 --- a/src/content/docs/en-US/design/spells.md +++ b/src/content/docs/en-US/design/spells.md @@ -30,7 +30,7 @@ Spells can be created by clicking `Spell Editor` inside the `Game Editors` tab o - *Bound*: Toggling this will make your spell bound to a character which disables the character from unlearning it. - *Sprite Cast Anim*: You can select a sprite cast animation here. The sprite needs to be located in your clients `resources/entities` folder and they must be in `.png` format with the naming convention, `spritename_cast_customname.png`. This option will override the engine default sprite animation named, `spritename_cast.png`. - *Extra Cast Anim*: You can select an extra cast animation here. If you don't have any animations created, refer to the `Animation Editor` in the `Game Editors` tab on the main interface. -- *Hit Animation*: You can select a hit animation that will play on the target. If you don't have any animations created, refer to the `Animation Editor` in the `Game Editors` tab on the main interface. +- *Hit Animation*: You can select a hit animation that will play on the target. - *Casting Requirements*: Clicking this will open another window which is used for `Conditions`. Refer to the [Conditions](./conditions.md) documentation section for more information about this. - *Cannot Cast Message*: Allows you to set a message as to why the spell can't cast.