Creature Handler Archive
Thread: Roundtime on pet stims
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BeWary
Fri Aug 05, 2005 12:44 am
#1
I haven't been on my MCH in a while so I figgered I'd log her in and check out the new patch. So far it seems pretty straight forward but I have a question about my pet stims.
I have several im my inv that are pre-cu, I notice when I use them now that they have no "roundtime" and can be spammed as fast as the animation fires. Is this intended, or an artifact of pre-cu pet stims ?
BeWary
Mon Aug 08, 2005 11:24 pm
#2
with a little further research I've been able to deduce that pet stims are tied to the same "round-time" timer as Player stims, they just do not re-set the timer.
If I do not use a "player" stim on myself I can spam petstims as fast as I can click, if I do use a player stim I canot pet stim untill the timer has run it's course. The " you cannot use a stimpack for X seconds" message appears.
Has anyone else noticed this?
Gimpynoob
Tue Aug 09, 2005 1:06 am
#4
I posted this the other day but nobody seemed to care much.
Either that they were hoping it would go down the page so the devs wouldn't see it.
Its not a pre-cu stim thing.
But its probably a bug because if you use a stim on yourself, you have to wait out the timer before you can heal your pet again.
Either that they were hoping it would go down the page so the devs wouldn't see it.
Its not a pre-cu stim thing.
But its probably a bug because if you use a stim on yourself, you have to wait out the timer before you can heal your pet again.
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