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Spellflags fix reorganization #1255 #1256

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AtillaG1
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Regarding this issue, #1255 I think the issue is the length of the flags, I looked through the other flags and seems like there has been free 2 spaces.
I moved the two new ones there and now they work.

Thoughts?

while using EF_FollowerList
Sphereserver#1251
Potentialy fixed two new flags that didnt worked??
There were some free spots overseen ?
@cbnolok
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cbnolok commented Jul 3, 2024

Which def do you have in your scripts for no_elementalengine and randomdecay? Because the code in the source seems legit and for some reason those flags aren't yet been added in the x scriptpack

@AtillaG1
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AtillaG1 commented Jul 3, 2024

Which def do you have in your scripts for no_elementalengine and randomdecay? Because the code in the source seems legit and for some reason those flags aren't yet been added in the x scriptpack

It was added by xwerox by one of the monstrous PRs 😁 We probably forgot to add it in Xpack but I added it to mine scripts from changelog. I assumed its working, but few days ago find out sphere doest see it if set.
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spellflag_field_randomdecay 0100000000// to randomize field timers like old sphere versions.
spellflag_no_elementalengine 0200000000 // for ignoring Elemental Engine Damages in specific spells.

NEWLY:
spellflag_field_randomdecay 00002000 // to randomize field timers like old sphere versions.
spellflag_no_elementalengine 00004000 // for ignoring Elemental Engine Damages in specific spells.

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