Issue Information
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#005802
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0 - None Assigned
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Working as Intended
Issue Confirmations
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Yes (0)No (2)
Originally posted by RyanB
When SC_QUAGMIRE ends on a monster, walking speed seems not to be updated on the client.
We can see the monster walking in a strange way..
When SC_QUAGMIRE ends on a monster, walking speed seems not to be updated on the client.
We can see the monster walking in a strange way..
Originally posted by Ind
in the code this seems to be intended, in skill.c there is
in the code this seems to be intended, in skill.c there is
case WZ_QUAGMIRE: if (bl->type==BL_MOB) break; if (sce) status_change_end(bl, type, INVALID_TIMER); break;which makes mob not cancel the effect when they leave the area. I'd like to know how it works on officials oo if anyone can confirm
Originally posted by Angezerus
The effect lasts for about 20 secs on monsters (after leaving the area), after that monsters are back to full speed. (It is working like this on rA/eA)
When a player leaves the area it cancels the effect immediately.
It is working correctly I believe. This is just the way it always worked on eA/rA.
But still, this might be not official. So someone plz test it (or google a youtube vid of a quag wizard on official).
If my memory serves me right, i saw videos with the same quagmire effect as I described.
The effect lasts for about 20 secs on monsters (after leaving the area), after that monsters are back to full speed. (It is working like this on rA/eA)
When a player leaves the area it cancels the effect immediately.
It is working correctly I believe. This is just the way it always worked on eA/rA.
But still, this might be not official. So someone plz test it (or google a youtube vid of a quag wizard on official).
If my memory serves me right, i saw videos with the same quagmire effect as I described.
Edited by Angezerus, 25 May 2012 - 08:26 AM.
Originally posted by Rime
http://forums.irowik...ead.php?t=30612
According to this, monsters will be affected by an instance of quagmire for its whole duration so long as it touches said instance (regardless of the quagmire instance's remaining lifespan).
In other words, the time it lasts on a monster depends on the level of the last quagmire it 'touched.'
It's working as intended, since the timer doesn't trigger when the monster steps out, but when it last touches it. (AFAIK)
http://forums.irowik...ead.php?t=30612
According to this, monsters will be affected by an instance of quagmire for its whole duration so long as it touches said instance (regardless of the quagmire instance's remaining lifespan).
In other words, the time it lasts on a monster depends on the level of the last quagmire it 'touched.'
It's working as intended, since the timer doesn't trigger when the monster steps out, but when it last touches it. (AFAIK)
Edited by Rime, 26 May 2012 - 01:27 AM.
Originally posted by RyanB
Not only Quagmire, but also soul linker's Swoo
Having the same problem, please check.
When the status ends, the target looks walking very solw, but actually walking in the normal speed.
Not only Quagmire, but also soul linker's Swoo
Having the same problem, please check.
When the status ends, the target looks walking very solw, but actually walking in the normal speed.
Edited by RyanB, 27 May 2012 - 09:58 AM.