Damage types define which animation types are used animate damage on combatants.
Damage Types #
Targets of abilities and items can automatically animate their reaction to the attack using damage types. They are set up in Base/Control > Damage Types.
The ability type of an ability and the item type of an item defines which damage type is used. Each ability/item can optionally override the used damage type. Status effects changing status values can optionally also animate damage by defining a damage type.
Damage types allow you to have different reactions to damages depending on which kind of damage a target takes. E.g. a hit from a sword attack and a fire spell can play different reaction animations.
All animations are optional, i.e. damage doesn’t have to be animated if you don’t want that.
Damage Animation #
Define the animation type that is used when the target takes damage (i.e. negative change to a Consumable type status value that animates damage).
Critical Damage Animation #
Define the animation type that is used when the target takes critical damage. If no critical damage animation is used, it’ll fall back to the damage animation.
Evade Animation #
Define the animation type that is used when an ability or item misses a target (i.e. using a hit chance that failed).
Block Animation #
Define the animation type that is used when a target blocks status changes.
Status changes can be blocked if the overall status change is blockable or an individual status value change is blockable.