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This repository has been archived by the owner on Sep 3, 2022. It is now read-only.
When first adding a buff to an unit, it doesn't matter the stack count, it will always show 1 stack.
In order to fix this we have to send, somehow (haven't investigated much yet), a NPC_BuffUpdateCount or NPC_BuffUpdateNumCounter alongside the activation of the buff while taking into account if the buff is stackable, if it doesn't exceed the max stack count and applying the respective effects from that stack count being added at once.
Maybe a for(int i = 0; i < b.StackCount; i++) to check each stack individually?
The text was updated successfully, but these errors were encountered:
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When first adding a buff to an unit, it doesn't matter the stack count, it will always show 1 stack.
In order to fix this we have to send, somehow (haven't investigated much yet), a
NPC_BuffUpdateCount
orNPC_BuffUpdateNumCounter
alongside the activation of the buff while taking into account if the buff is stackable, if it doesn't exceed the max stack count and applying the respective effects from that stack count being added at once.Maybe a
for(int i = 0; i < b.StackCount; i++)
to check each stack individually?The text was updated successfully, but these errors were encountered: