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Quote Originally Posted by DatLagFTW View Post
I need some help with this.
https://i.gyazo.com/bc6f416a1ac5b71e...c522fdaff3.mp4
its the same issue as @toby2449
This is the client desyncing with the server. I fixed this issue on the server side in EnemyHitHandler.cs but it's exploitable currently because whenever the client sends the packet with the killed boolean set to true it will despawn the enemy. There is probably a better way to do this but it's defiantly server sided.

NRCore has something like this but since Nilly's source is different than FSoD it won't work on FSoD.
Quote Originally Posted by toby2449 View Post
This is the client desyncing with the server. I fixed this issue on the server side in EnemyHitHandler.cs but it's exploitable currently because whenever the client sends the packet with the killed boolean set to true it will despawn the enemy. There is probably a better way to do this but it's defiantly server sided.

NRCore has something like this but since Nilly's source is different than FSoD it won't work on FSoD.
doesnt matter the server should still remove the mob even with it killed assuming your damage method works all the time
That reminds me of the time when I tried spawning o3 but nothing would show up.
did you add any items drops to the mob?
Quote Originally Posted by Yasuos View Post
did you add any items drops to the mob?
It has nothing to do with loot drops. It happens on enemies that have no loot table.

- - - Updated - - -

Quote Originally Posted by DatLagFTW View Post
@toby2449 would u mind pm the fix or do it here please
Add a line in EnemyHitHandler.cs and make an if statement
Code:
if (packet.Killed == true && (entity as Enemy).HP > 0)
then put
Code:
(entity as Enemy).Death(t);
inside the if statement.

I don't know if it's 100% fool proof and it's obviously exploitable but I came up with it in 5 minutes. You should do more testing and probably come up with a better solution and share it with MPGH. I just don't have the time currently.
Quote Originally Posted by DatLagFTW View Post
I need some help with this.
https://i.gyazo.com/bc6f416a1ac5b71e...c522fdaff3.mp4
its the same issue as @toby2449
Check the loot in the god's behavior. I'm guessing u tried to add a pot or a new item to that god's drop and spelled it wrong. Go check if its spelled right or if its an actually existing item.
Quote Originally Posted by KiD_CuDi_ View Post
Check the loot in the god's behavior. I'm guessing u tried to add a pot or a new item to that god's drop and spelled it wrong. Go check if its spelled right or if its an actually existing item.
The problem with this bug that it seems completely random. No matter what, loot table or not, it will occur.
@toby2449 it works but if a destroy a wall it will be invisible and won't let u enter and everytime u destroy walls it gives u a error
Quote Originally Posted by KiD_CuDi_ View Post
At this point, I feel like the simplest solution would be to replace the behavior with the original one.

If u changed drops, shouldnt be too hard to add back
I did some research and it will occur on ANY enemy. Even if they have NO behavior.
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