@cube Not directly, but you inspired me to make it work anyway. It can be a hassle though, if you add in variables like cover, range, movement, etc.
You can approximate ranged attacks by having an invisible enemy with an explosion/burst animation following the hero or the target, and activating when the attacker is in range and out of cover. This is quite janky, but it works. I’ll have an example game of it up by tonight.
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