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fascinating interaction
The description of flashmans base weapon states its a cone effect like his area grab attack (Hated it so much but he couldnt just be a pushover XD)
however, it appears to just be casting the random thunder attack instead. (He still jumps forward.)
was there something else on my end im missing or or are things still WIP?
Unfortunately, implementing a stun effect visual the way that it's done in MMBN3 would require creating custom animation states and sprites for every single entity in the game, and while it's not actually hard to make each sprite, implementing the custom animation and getting it to recognize all of the custom sprites properly would probably end up quadrupling the filesize for the mod.
Honestly, it would work better if the stun status was implemented as it's own modpack, then it would be a simple case of just altering the code of this mod to make sure it properly references. the stun.
Anyway, after a lot more testing, I have to say that I like it a lot more now. He's still on the stronger end, but not so much that it makes the game trivial.
The only suggestions I have to make at this point are to add a channeling animation (he disappears when using a spell like Tractor Beam), and perhaps add a more eye-catching visual to the stun effect. For all I know this might be impractical or impossible. Either way the current implementation is pretty good, just not technically perfect.
Anyway, congratulations on creating an MMBN character that stays true to the original design but also feels properly ported. Looking forward to any future mods you might make.