Fix for a few of the Cast on Fade effects to make sure the trigger spell

hits the correct target type.
This commit is contained in:
KayenEQ 2018-03-28 16:06:45 -04:00
parent fe57e4d924
commit 2d20d5858e

View File

@ -3659,7 +3659,7 @@ void Mob::DoBuffTic(const Buffs_Struct &buff, int slot, Mob *caster)
case SE_CastOnFadeEffectNPC:
case SE_CastOnFadeEffectAlways: {
if (buff.ticsremaining == 0) {
SpellOnTarget(spells[buff.spellid].base[i], this);
SpellFinished(spells[buff.spellid].base[i], this, EQEmu::CastingSlot::Item, 0, -1, spells[spells[buff.spellid].base[i]].ResistDiff);
}
break;
}