Mob Animation Presentation Events And Projectile Cues
What This System Is
Mob animation presentation events connect authored mob animation sequences to projectile, spell, action-cue, impact, and idle-return presentation. They make combat visuals line up with authoritative mob actions.
How Authors Use It
Authors define animation states, facing aliases, and event keys in mob presentation data. Required events such as attack_impact, spit_projectile, spurt_projectile, spell_cast, and sequence_complete should appear at the frame where presentation should fire.
Rules And Invariants
Attack kind, attack range, and facing choose presentation trigger candidates. Catalog-authored sequences override fallback sequences, but fallback behavior should still return to idle. Pending projectile and action-cue events should be drained once and only once.
Validation And Debugging
If a mob damages correctly but shows no projectile, inspect the animation event key and presentation policy. Wrong facing frames point to facing aliases. A mob that never returns to idle usually missed sequence_complete or state transition metadata.
Examples
A slime spit attack should trigger a projectile event on the frame where the mouth opens, then complete the sequence and return to idle. If the projectile appears late, move the event key in the animation sequence rather than delaying combat damage.