Core wand combat
- Restored visible spell travel instead of flash-only casting
- Rebuilt projectile movement using raycast-based travel
- Added working projectile impact detection
- Re-added spell hit resolution for direct target contact
- Restored impact VFX so spells now burst properly on hit
- Reconnected damage application on projectile collision
- Reconnected status effects like slow, stagger, and knockback
- Re-added overcharge spell follow-through after charging
- Re-added God Tier AoE blast detonation logic
- Rebuilt cast-to-impact flow so spells now feel complete again
Spell categories supported
- Standard projectile spells
- Reflect / deflect spells
- Healing spells
- Shield / defense spells
- Low gravity spells
- Invisibility spells
- Flight spells
- Overcharge deadly spells
- God Tier AoE battlefield spells
VFX and spell feel
- Restored tier-based cast visuals
- Restored tier-based impact visuals
- Restored projectile aura visuals
- Restored projectile trail visuals
- Restored tracer visuals from wand tip
- Restored charge-up visuals for overcharge casting
- Restored AoE target marker visuals for God Tier spells
- Restored large blast visuals for battlefield-scale spells
- Restored debris burst effects on stronger spells
- Restored layered rings, flashes, and orb bloom effects
Reflect and defense systems
- Rebuilt reflector spawning in front of player
- Re-added reflector follow behavior while active
- Re-added projectile reflection checks
- Restored shield-based damage reduction support
- Rebuilt shield bubble follow logic
- Re-added guard-style defense casting visuals
Utility spell systems
- Restored healing application
- Restored shield duration logic
- Restored invisibility state handling
- Restored player-only low gravity body force support
- Restored temporary jump enhancement for float spells
- Restored flight movement with BodyVelocity and BodyGyro
- Restored timed cleanup for temporary spell effects
Progression and unlocks
- Locked all spells except:
- Scarlet Spark
- Silver Guard
- Rebuilt spell unlock checks by player level
- Rebuilt server-side locked spell enforcement
- Prevented locked spells from being assigned to loadout
- Prevented locked spells from being cast
- Rebuilt loadout sanitizing so invalid/locked spells get removed
- Ensured starter loadout always recovers back to valid defaults
GUI and spellbook flow
- Fixed wand menu handshake path
- Changed wand GUI flow so loadout requests can succeed during equip timing
- Rebuilt spellbook payload to send:
- loadout
- unlocked map
- level
- XP
- XP to next level
- coins
- Rebuilt locked spell display support
- Rebuilt level/XP/coins header support for the wand GUI
- Rebuilt slot assignment logic with unlock validation
- Restored client-side local read of SpellData for more reliable menu loading
- Rebuilt hotbar and spellbook sync flow
Player progression systems
- Added kill reward hook support
- Added creator tagging on damaged humanoids
- Added kill credit assignment for valid spell kills
- Connected kill rewards to progression server
- Supported reward flow for:
- XP
- coins
- kills
- Kept spell unlock progression tied to level
Stability and cleanup
- Fixed missing helper logic that caused blue compile/runtime errors
- Restored missing functions like:
- canDamageTarget
- applySlow
- applyStagger
- damageTarget
- applyAoEEffect
- Rebuilt spell server into a compile-safe full version
- Restored cleanup for reflectors, shields, invisibility, low gravity, and flight
- Rebuilt player removal cleanup for active spell states
- Reduced dependence on fragile equip timing for GUI setup
