From 2d20d5858e5acfad83b17b89eddcf5e775434af5 Mon Sep 17 00:00:00 2001 From: KayenEQ Date: Wed, 28 Mar 2018 16:06:45 -0400 Subject: [PATCH] Fix for a few of the Cast on Fade effects to make sure the trigger spell hits the correct target type. --- zone/spell_effects.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/zone/spell_effects.cpp b/zone/spell_effects.cpp index 5f151e487..1cb376e98 100644 --- a/zone/spell_effects.cpp +++ b/zone/spell_effects.cpp @@ -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; }