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Fountain Enemy fix #1428
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Fountain Enemy fix #1428
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Original file line number | Diff line number | Diff line change |
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@@ -40,7 +40,7 @@ public void Update(float diff) | |
{ | ||
if (champion.Team != Team) | ||
{ | ||
continue; | ||
champion.Stats.CurrentHealth -= 5000; | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. The behavior of the Fountain Turret is one which should be scripted, not designed into the system. |
||
} | ||
|
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var hp = champion.Stats.CurrentHealth; | ||
|
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MaxStacks is meant to be used inside each buff script for specific stacking behavior, and the only buffs which stack that should be activated multiple times are those with a
BuffAddType
ofSTACKS_AND_OVERLAPS
(and that functionality is already implemented).There was a problem hiding this comment.
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Although, in order to OnActivate get properly triggered multiple times, you have to give multiple calls or adding 1 stack.
OnActivate gets triggered only once regardless of how many buffs you're adding.
On other note, OnDeactivate also gets triggered only once regardless of many stacks the buff has.
Maybe we should have a few extra Functions in BuffScripts?
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Currently we have
OnAllowAddBuff
which should satisfyOnAddStack
, but since we don't have an equivalent forOnRemoveStack
it should be fine to add.