More work on the Magic system.
Set up my OBS to be able to record streams of development stuff
Discovered that we are missing some animation notifies on the rune spells which is part of the reason they arent working.
Got rune spell casting working again for NPCs.
Players cant seem to out run the rune spells so I put in a slight delay of .5 seconds when the rune spawns to actually turn on its collision. Not a great solution but works well enough for now.
Remove some Input buffer code from the BP_ABility_Parent that was causing the npc to not be able to cast more than 1 rune spell
Added a couple variables to the stats component to track the current and max number of runes for a given character.
Added an interface event UpdateCurrentNumberOfRunes_OnInterface so we can actually keep track of the number of runes an NPC has cast and stop them from casting too many.
Added a new function to the stats component to return whether or not we can cast a new rune spell just returns true or false.
Added a new function inside the spell inventory component to return an array of Destruction rune spells.
Changed the functionality of that new function so that it actually can take in any spell type instead of just rune spells.
Added the UpdateCurrentNumberOFRunes_OnInterface event to the BP_AIParent
Fixed backwards logic in the calculation of current number of runes
Fixed a bug where the npc would stop casting spells if their rune expired
Put in a check to determine what type of damage is being done to the npc so we can disable hit animation om magic hits, we might add different hit effects for magic later, but right now they just sometimes break magic combat
The NPC can now switch properly between rune and projectile spells.