Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Update spells.md #112

Merged
merged 2 commits into from
Oct 8, 2023
Merged
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
1 change: 1 addition & 0 deletions src/content/docs/en-US/design/spells.md
Original file line number Diff line number Diff line change
Expand Up @@ -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.
- *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.

Expand Down