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[3.01f] Anchor rune weirdness
#1
Anchor runes don't seem to clear their push/pull protection correctly when the rune detonates, leading to debug message spam when someone in the rune's former area gets pushed or pulled. I'll try and get screenshots and figure out how it works in more detail in a little.
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#2
Let me know when you have a reproduction case.
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#3
1. Place elemental -> destruction -> anchor rune in a tile adjacent to the RM.
As far as I can tell, the only things that matter are that the anchor rune isn't set first, and that the rune is large enough to encompass the RM in the anchor rune's protection (aka a 3 rune stack for it to protect the adjacent tiles in this setup). The other runes don't have to be anything in particular. The RM themselves isn't the only one who can be affected; it will impact any allies in the area when the rune detonates.
2. Have an enemy walk on top of the rune to detonate it.
3. Have the enemy kick or otherwise push/pull the RM.
4. Check the RM's chatlog for the debug message. For the rest of the battle, any time the RM is pushed or pulled, they get a debug message for every tile moved.

Here's an example of the debug message spam, with pinball strike for emphasis.
[Image: k3uvrc.png]
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#4
This should be corrected in 3.02 v5.
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