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It was mentioned that the activate sound effect is played when an effect resolves negated due to Called by the Grave. This is because the sound effect is played on hint messages. While scanning through this I realized I probably made it playback on MSG_CHAIN for the custom summon chants feature too. Thinking about it now, SFX::ACTIVATE is probably overloaded and it might be worth splitting up the effect.
The text was updated successfully, but these errors were encountered:
It was mentioned that the activate sound effect is played when an effect resolves negated due to Called by the Grave. This is because the sound effect is played on hint messages. While scanning through this I realized I probably made it playback on MSG_CHAIN for the custom summon chants feature too. Thinking about it now,
SFX::ACTIVATE
is probably overloaded and it might be worth splitting up the effect.The text was updated successfully, but these errors were encountered: