Started tracking down why staves are not working properly for NPCs, They would cast the spell but none of the effects would show up even though the player was taking damage.
Added an interface event for SetStaffCooldownStatus_OnInterface to the BTGS_Interface
Added a variable for StaffCooldownActive to the combat status component. Not sure I love having it there we will be passing data between the character, the staff, the combat status component and the melee component because thats weirdly enough were staves fire from not sure why we programmed it that way frankly, system is complex… seems like a lot of failure points.
Added an interface for GetStaffCoolDownStatus_OnInterface to the BTGS_Interface
Added a check in the melee component attack conditions to check to see if the staff attack is on cooldown
Added an additional check to the setting AI behavior service to make the AI strafe if the staff attack is on cooldown.
Added an interface event to the I_Weapon interface for StartStaffCooldown this is to help us deal with a race condition due to async loading
Fixed a bug where Randomly selected weapons werent getting a valid charge.
Moved the calculation for whether or not a staff spell could be charged we were previously removing charge from the staff at the end of the execution line.
Fixed a bug where the staff charge would continue dropping below 0
Added a variable to the base object to keep track of whether or not a weapon is out of charge.
Added an interface event GetIsWeaponOutOfCharge
Updated the previously existing Weapon out charge interface to be called Set Weapon Out Of Charge for better clarity
Fixed a bug where NPCs could pick a staff or wand that hand no charge as their active weapon
Created a new interface event GetItemCurrentCharge_OnInterface
Added a new tagged dialogue type for when weapons break so the NPCs can bark something if their weapon breaks.
Added a new tagged dialogue type for when weapons run out of charge so NPCs can bark something if their staff runs out of charge.
Added a temp sound in for when weapons break like a snapping metal kind of sound, need to replace with a proper metasound but sound so good already, cant believe I didnt think about that sound effect before now.
Added a temp sound effect for when a staff runs out of charge, need to replace with a proper meta sound.
Fixed a bug where the reevaluate weapon function would get stuck in an infinite loop if the weapon they should sheathe gets destroyed mid sheath.
Fixed a bug where the reevaluate weapon function would fail to sheath the shield if the main hand weapon broke during sheathing.