- Joined
- Dec 12, 2010
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- 2,074
An ANcl-based ability with targets = enemies,friend,ground,invu,terrain,vuln,item,structure,neutral,self
Attached to an item.
Double click auto-assign the item as the target, allowing to insta-cast ability on self (trigger catch spellTargetItem!=null condition). Thing is, that cause unit to SKIP "Follow through time" option for some reason, UNLESS the item has been used before NOT via double click. How do I know that? 'Cause event SPELL_FINISH fired as well, which gives us the knowledge about it was correct spell finishing, not some kind of interruptinng.
So, you pick up the item, double click it - fail, the unit instantly stops channeling and ENDCAST + FINISH events firing right after SPELL_EFFECT event.
If you pickup the item, use it anywhere by clicking at the ground/unit - it works, channeling though whole time and stuff. After that you can do double clicks just fine. But if you drop & pickup the item back it become broken again for double clicks and requires the same treatment.
Did anyone ever met this bug before? Is there any way to force game pre-cache those channeling data?
Attached to an item.
Double click auto-assign the item as the target, allowing to insta-cast ability on self (trigger catch spellTargetItem!=null condition). Thing is, that cause unit to SKIP "Follow through time" option for some reason, UNLESS the item has been used before NOT via double click. How do I know that? 'Cause event SPELL_FINISH fired as well, which gives us the knowledge about it was correct spell finishing, not some kind of interruptinng.
So, you pick up the item, double click it - fail, the unit instantly stops channeling and ENDCAST + FINISH events firing right after SPELL_EFFECT event.
If you pickup the item, use it anywhere by clicking at the ground/unit - it works, channeling though whole time and stuff. After that you can do double clicks just fine. But if you drop & pickup the item back it become broken again for double clicks and requires the same treatment.
Did anyone ever met this bug before? Is there any way to force game pre-cache those channeling data?
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