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Not sure how to deal with this. On one hand, I agree that it doesn't make sense for trial spawners to spawn keys if the trial mobs didn't get spawned. However, if I make it so the mob spawn canceling flags also canceled key spawning, players would easily be able to bypass this by just claiming the area around the spawner instead. I could theoretically make it so that GPFlags keeps track of each trial spawner, counts the successful mob spawns it has, and only spawn a key after enough trial mobs have been spawned, but I don't think it's GPFlags responsibility to do that. If I were to add such a feature, I would make it as a separate plugin. And from what I know, trial keys can only be used once per player, so I don't think this is big enough a problem to warrant a plugin to address it.
Describe the bug
Using a Flag that prevents monsters to spawn causes the new trial chambers to keep running so that those trials will drop keys.
To reproduce
Couldnt test it by myself, but thats what was told to me
Steps to reproduce the behavior:
Expected behavior
Prevents the trials to run on such flags. Alternatively, provide a parameter in the config where you can disable that stuff to happen.
Versions
GP: 16.18.4
GPF: 5.13.4
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