INQUISITOR CASTING BEHAVIOR REVAMP

Similar to the combat system, there is a dedicated magic state machine that does several annotation checks, before validating vfx projectiles to release. I created a new system from the ground up that bypasses these checks by caching the annotations in the child state’s initial state. This allowed Casting to send via one click and not have to hold nor wait on release to send projectiles

This Converts Havok-based creation engine game’s casting behaviors into a tap based input while being able to chain combos with magic systems

INTEGRATED BLEND STATES WITH ORIGINAL BEHAVIOR STATES

I maintained all existing behaviors while creating a new branch that originated from the main casting state machine, by default the bound variable for these states is the npc tag variable, but this can be modified dynamic by attaching the script to the game.

With this setup, you can dynamically swap between both casting behaviors on the fly

Over 300 rootmotion animations and 30 combo sequnces