Work Log 9/4/2025

Fixed a bug in the NPC magic casting that would have them failing to cast a spell due to async loading

Added in a check to make sure the NPC doesn't play a spell anim montage while already playing another.

Added in a Boolean called SpellLoading to the MagicComponent to help us with execution flow when NPC attempts to cast spells.

Fixed a bug in T_GetHealingSpell task where it would never finish execution

Fixed a bug where noise events were always coming from the player inside of magic effect components even if it was a spell the NPC had cast. This was causing the NPC to evaluate noises even if they were the one making them.

Fixed a bug where NPCs were completely ignoring spell cooldowns. Spell cooldowns were only being calculated for the player on the magic effect component, but the player doesn't even use the magic component.

Changed the try to heal code so that if the NPC is in combat they will try to heal if their health is below a random float between .5 and .8, if they aren't in combat they will always try to heal to 100 percent.

Fixed a bug where NPC spell actors would never be destroyed.

Fixed a bug that would prevent NPCs from being able to cast projectile spells due to async loading

Added in a new check in the cooldown system that multiplies the cooldown time with a value based on the skill of the NPC with that school of magic, basically if an NPC is really good with destruction that can cast more fireballs faster.

Fixed a bug of projectile spells not detaching from the NPC hand sometimes.

NPC spells now have their accuracy effected by their skill in the selected magic school of the spell.

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Work Log 9/3/2025