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WTF with spells in latest builds?
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Skul
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Post: #7
RE: WTF with spells in latest builds?
darksun84, use LOCAL.CREATEOBJECT1 to all your summon spells, be sure to use a valid ID. That will solve the little problem with summons. I'm not sure about the 'mass area effects', it appears to be working properly on my shard. Might be something to do with your spellflags.

Also, be sure to add spellflag_damage to any spell that is meant to cause damage (such as meteor swarm, chain lightning, earthquake, flame strike, magic arrow, etc etc) and be sure to keep spellflag_harm on the spells that should be treated as a 'harmful' spell, such as s_curse, s_feeblemind, s_lightning, etc etc.

Also, for SPELLFLAG_AREA add this little event to all your NPCs and players for the meanwhile. (looks to be an internal error)
Code:
[events e_spellflag_area]
on=@spellselect
if ( <serv.spell.<argn1>.flags> & spellflag_area )
  serv.spell.<argn1>.flags |= spellflag_scripted //just the the meantime
endif

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(This post was last modified: 09-02-2012 05:42 AM by Skul.)
09-02-2012 05:15 AM
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Messages In This Thread
WTF with spells in latest builds? - WRWR - 09-01-2012, 07:45 AM
RE: WTF with spells in latest builds? - Skul - 09-02-2012 05:15 AM

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