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Magic fields bug. #218
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this is a problem of othire i'm olddies from otland and that bug reproduce to me too |
So how is it supposed to work? Not like this obviously, but should the most recent added condition (fire) always override the previous? For example: |
@babymannen It should deal 10 damage on step in. |
This is due to condition "DELAYED" in soulfire. |
This happen also with monster for example if poison spider poison you. |
. |
void MagicField::onStepInField(Creature* creature)
} |
purposeful function is actually depracated i had to remove it and something else within my code to make fields work properly. |
Anyone has found the way to solve this issue? |
remove purposeful |
void MagicField::onStepInField(Creature* creature, bool purposeful/= true/) |
and if(ownerId != 0 && purposeful){ if(ownerId != 0){ |
its working without flaws, u tested it man? |
its also in tfs 1.4 like that. does someone know how should it work? |
Normally magic fields working fine but if you shoot for example soul fire rune before, it stops working and if you stay on the field it spamming fire damge.
I'm not sure if this issue is only mine or othire.
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