Comments (4)
Same issue of this one? #1012
from source-x.
Same issue of this one? #1012
It's different but not the same, it doesn't seem to have been explained properly in that regard, the thing is that me attacking someone and about to attack someone are not the same thing. When I press the attack end macro while casting a spell on someone, the spell does not need to be canceled because this work may be far away from me or behind the wall, I am not fighting someone yet. Does the reason for growth need to be canceled when there is someone I haven't fought yet?
If this was done on purpose for a few people, I think it should be optional. Since so many issues have been opened regarding this issue, it seems that it is not clear what should be done. If it is optional, the problem will be solved for everyone.
from source-x.
cannot reproduce.
If you are casting spell, and use the macro TargetNext and AttackLast, the spell dont need to be fizzle/cancelled.
Right now you can spell and make attack request without cancell the spell.
If player use the Change War Mode is when spell is fizzle/cancelled
from source-x.
// I'm attacking (or defending) if ( !IsStatFlag(STATF_WAR) ) { StatFlag_Set(STATF_WAR); UpdateModeFlag(); //if ( IsClientActive() ) <-- disabled line //GetClientActive()->addPlayerWarMode(); <-- disabled line }
That code fires only when u are at peace. At peacemode, spell or skill will always fail and I think it was always like it. At the moment u attack anyone u enter on war mode.
U need to attack first, and cast spell after it. Everytime u pass from war to peace or opposite, u will faill spells or skills and that is not a bug.
The weird thing is that the lanes you removed are to send info to client ยฟand "StatFlag_Set(STATF_WAR);"let player enter into war mode? it is confusing. Maybe when sphere send warmode to client, client send another pack back to sphere confirming something?? I dont understand it :/
from source-x.
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from source-x.