Combat implementation update
Key features in vid:
Chase passive (triggered by the fire damage)
Multihit passive (Chrono's basic attacks)
Combo system
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Sound doesn't feel right, but with this, the last piece of redoing the combat menu navigation framework is complete.
Next is enemy targeting and plugging the combat logic into the new scene.
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My cat got comfortable on my leg, preventing me from moving for some time. This allowed me to think about an interaction that seemed odd and now a bug is solved.
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