Fix SE_CastOnFadeEffect

This commit is contained in:
Michael Cook (mackal) 2016-08-07 18:17:39 -04:00
parent e86d11250b
commit 4b93ef0a98

View File

@ -3668,10 +3668,11 @@ void Mob::DoBuffTic(const Buffs_Struct &buff, int slot, Mob *caster)
break;
}
// These effects always trigger when they fade.
// Should we have this triggered from else where?
case SE_CastOnFadeEffect:
case SE_CastOnFadeEffectNPC:
case SE_CastOnFadeEffectAlways: {
if (buff.ticsremaining == 1) {
if (buff.ticsremaining == 0) {
SpellOnTarget(spells[buff.spellid].base[i], this);
}
break;