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spellflag_no_elementalengine & SPELLFLAG_FIELD_RANDOMDECAY #1255

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AtillaG1 opened this issue Jun 29, 2024 · 0 comments
Open

spellflag_no_elementalengine & SPELLFLAG_FIELD_RANDOMDECAY #1255

AtillaG1 opened this issue Jun 29, 2024 · 0 comments

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@AtillaG1
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AtillaG1 commented Jun 29, 2024

#define SPELLFLAG_FIELD_RANDOMDECAY     0x100000000
#define SPELLFLAG_NO_ELEMENTALENGINE    0x200000000

It seems like it does not work in the spell flags.
Dunno if its issue of too long number, or in code?

Example

if (IsSetCombatFlags(COMBAT_ELEMENTAL_ENGINE) && !pSpellDef->IsSpellType(SPELLFLAG_NO_ELEMENTALENGINE))

FLAGS=spellflag_dir_anim|spellflag_targ_char|spellflag_fx_targ|spellflag_good|spellflag_no_elementalengine
if (pSpellDef->IsSpellType(SPELLFLAG_FIELD_RANDOMDECAY))

FLAGS=spellflag_dir_anim|spellflag_targ_xyz|spellflag_harm|spellflag_damage|spellflag_fx_targ|spellflag_field|spellflag_nounparalyze|SPELLFLAG_FIELD_RANDOMDECAY
@AtillaG1 AtillaG1 changed the title spellflag_no_elementalengine 0200000000 spellflag_no_elementalengine & SPELLFLAG_FIELD_RANDOMDECAY Jun 29, 2024
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