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- Yggdrasil Breakdown
- ~Attack Customization
- -Retain REGEX
- -Add new array based setup (Like Takentai/Melody)
- -["Command", [Parameters]]
- ~Attack Class (AC)
- -On Attack
- -Before Attack
- -After Attack
- -Properties
- -SubClass (AnimationHandler)
- ~AnimationHandler (AniHnd)
- -Animation Direction
- -Mirroring
- -ID
- -SubCLass (RangeHandler)
- ~RangeHandler (RngHnd)
- -Range
- -Offset
- ~Event Registration Class (Used for event finding) (PRE - Position Registration Engine)
- -Monitors all active events and players x, y
- -[x][y] == [List of Events in this position]
- -Each time the event moves, register its new x, y
- -Used to lower look up load, also only registers Yggdrasil Events
- ~General Action Checking
- -Before Action, After Action
- -Can Use Action, Can Damage (Attack, Item, Skill)
- -Before Damage, After Damage
- -Force Attack, Force Skill, Force Item, Force Action
- ~Projectile Review (FPE - Flying Projectile Engine)
- -Use events instead
- -Remove PS (Projectile Setup)
- -Build Directly unto event
- - Examples [Bombs, Arrows, Boomerangs, Arcing Objects]
- -Triggers/Projectile Effects
- -On Contact
- -Avoid User
- -Detonate
- -Target?
- ~Range Drawing Review
- -Draw mass ranges as one sprite
- ~Action Engine X2 Class (RTSA - Real Time Sorted Action)
- -[Type, Arguments]
- -case type
- -when :attack
- -when :skill
- -when :item
- -when :action
- -when :projectile
- -when :etc..
- ~Hud Review
- -Cutback sprites used
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