Currently Lure has the animation baked into the doMoveSequence. This allows us to calculate the targets and do the animation, which is nice but it does mean that the moveAnimationSequence is untouched. Lure can either 1) be the exception, 2) use doAnimationSequence like other moves, or 3) other moves can have their animation sequences baked into the do move Sequence. Basically moves should (probably) be consistent; the moveAnimationSequence should always be the visual aspect of a move.
Currently Lure has the animation baked into the doMoveSequence. This allows us to calculate the targets and do the animation, which is nice but it does mean that the moveAnimationSequence is untouched. Lure can either 1) be the exception, 2) use doAnimationSequence like other moves, or 3) other moves can have their animation sequences baked into the do move Sequence. Basically moves should (probably) be consistent; the moveAnimationSequence should always be the visual aspect of a move.