For some effects like Scp1344, Poisoned, or Invisibility, I noticed that after enabling the effect via code (e.g. Player.EnableEffect<Scp1344>(1, 5);), the player can no longer receive the same effect again through the usual in-game item (e.g. by using the SCP1344 item).
However, the Scp207 effect does not have this issue—players can still obtain the effect again through the item even after adding it via code.
Is this an intentional game design, or a bug in the implementation? How can I avoid this, so that players can obtain the effect through the item again after the timed effect added by code expires?
#Cannot receive certain effects via item after applying them by code
1 messages · Page 1 of 1 (latest)
I never eard of bug like this
That would more likely be a plugin prevention or a bug
I confirmed that it can be reproduced in the base game without any plugins, using the admin panel to give myself a short 1344 effect, and then using the 1344 item, this item will have no effect
You tried without exiled active right ?
And any plugin active
no any plugin, no exiled, yes
Scp1344Item checks if the effect is enabled if so then deny the usage
When you use the item it just set Enabled = true
And since you already have the effect active it wont do anything
But if the 5 sec did end ?
Also it's should modify duration no ?
When 5 sec ends it should be able to apply again if the disable effect, Intensity change runs
when the 5 seconds effect given by the admin panel ends, the player has no effect (but now duration = 5, intensity=0, timeLeft=0), if the duration is set to 0 by plugin, then the 1344item will be able to give the effect normally, otherwise the item cannot provide any effect
Ie: like 1 frame for the server and more frames from client since need to receive update
:(
💀
I set ev.Duration=0 when ev.Intensity==0 on PlayerUpdatingEffect event, and it seems to be working ideal state...?
If works i pr to basegame to make it work without need of that
of course, thanks! Should I create an issue for LabAPI about this?