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Bug Tracker Migration

June 3rd
Good news everyone! The staff has decided that it is time to slowly kill off this Bug Tracker. We will begin the process of slowly migrating from this Bug Tracker over to our Github Issues which can be found here: https://github.com/HerculesWS/Hercules/issues

Over the next couple of days, I will be closing off any opportunity to create new reports. However, I still will keep the opportunity to reply to existing Bug Reports. Doing this will allow us to slowly fix any bug reports we have listed here so that we can easily migrate over to our Issue Tracker.

Update - June 7th 2015: Creating new bug posts has been disabled. Please use our https://github.com/HerculesWS/Hercules/issues tracker to post bugs. Users are still able to reply to existing bug posts.

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Lk_concentration && Endure Effect[solved]

Posted by Hercules Bot on 12 June 2008 - 09:11 PM

Originally posted by I'm n00b XD
http://www.eathena.w...er&showbug=1670

LK_CONCENTRATION should give absence of stop-rate effect, but doesn't give.
There is no difference is skill used  or not - stop-rate is identical in both cases.

This post has been edited by I'm n00b XD: Jul 5 2008, 11:23 PM

moved issue from Skills

Ind 
changed status to: Needs More Info

Need confirmation on how it works on official servers

It gives you endure level 1 effect on all levels. It's just as if you used endure level 1 at the same time, you even get 1 mdef.

But is it really not working?

status.c:

if(sc->data[SC_CONCENTRATION])
mdef += 1; //Skill info says it adds a fixed 1 Mdef point.

if( sc->data[SC_CONCENTRATION] )
return 0;

The only problem I see is that someone hardcoded the endure effect rather than giving the endure status change. The problem with that is, is that it doesn't expire after 7 hits. And probably stacks with Endure too.

See also iROwiki: http://irowiki.org/c...ic/Spear_Dynamo

indeed the issue in question works as you say oo

The only problem I see is that someone hardcoded the endure effect rather than giving the endure status change. The problem with that is, is that it doesn't expire after 7 hits. And probably stacks with Endure too.

what seven hits oo i understand it says hit charges, but i found the count nowhere

changed status to: Started

this how it works officially..
when used Lv1 endure is also used.
Lv1 endure is override when Lv5 endure is used however the tick is not override.
When concentration is remove endure is also remove and vice versa.

:meow:

Well, there doesn't seem to be much info on how many hit charges there are. But since Spear Dynamo just gives you Endure Level 1 status change, it would just be logical that the hit charges are also the same. Endure is coded to have 7 hit charges on all levels right now, that's how I got to that number.

My users report me that 'Endure' is not working properly.
I have already tested, and even though it is noticeable, if you have 'Endure' the mobs still stop your movement when you get hurt.

Related issue, or I should start a new one?

changed status to: Done