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Blinkuz

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  1. Blinkuz's post in Diagonal walking was marked as the answer   
    Here in the forum there is a patch for the source code that has that functionality but it is not compatible with the latest versions of the engine and needs minor adjustments, but I am currently working on an implementation based on the prerelease branch https://github.com/AscensionGameDev/Intersect-Engine/pull/1229 here you can see the code, currently it works in a basic way and some adjustments are needed to make it optional etc, if you want to leave the diagonal movement by default in your project then all the code that I have in this PR will work for you.
  2. Blinkuz's post in Custom projectile code changes was marked as the answer   
    I already found the solution by myself, I just had to go through all the projectiles in the spawns in the for instead of the mSpawnedAmount, it was as follows:
     
    for (int j = 0; j < Spawns.Length; j++) { spawn.Dispose(j); Spawns[j] = null; mSpawnedAmount--; }  
  3. Blinkuz's post in Error connecting client to prerelase version on ubuntu server. was marked as the answer   
    I have been able to solve the problem, I have updated to Mono 6.12 but I got a new error, the solution was to install an intermediate version which was Mono 6.6 and everything runs perfectly.
  4. Blinkuz's post in Area effect skills on the map. was marked as the answer   
    I have decided to change the source to achieve the effect I wanted, I was evaluating that it was easier for me to use the logic of the projectile with a very high speed so that it gives the impression that it is still but that it does damage in area, this new field It is hit radius and the logic would be to condition the projectiles that have this field greater than 1 and detect collisions, and everything else is using the default code of the skills with continuous damage etc.
     
    Although I need to change the collision range of the projectiles, I still plan to add an animation to the cheat skills, I'm still not sure how to handle the issue of adding a new animation field to the MapTrapInstance.cs since it is not an entity like such but I think adding it as a spell property and some conditions can achieve it.
     

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