So, in kingdom hearts, each weapon has a unique particle effect when making contact with an enemy (or object) like so:
I was wondering what would be the best way to accomplish this for a real time grid battle? I have three abilities as part of a basic attack combo: slash1, slash2, and slash3 with separate battle events for each. They each would target the tile in front of the player, and should only produce a hit particle effect if the tile contains an enemy combatant.
So should I make a variable that is updated by the equipped weapon to switch out the particle effect? Or is there an easier method of handling this? I also need to change the effect for when they hit an invulnerable/invincible enemy.
Otherwise, you can do it in the battle events by checking the user's equipment and use different prefabs based on that. E.g. using a Check Status or Status Fork node.
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