John
2026.08.08
#179
energy bolt has no casting animation
FIXED
The player casting energy bolt does no swing animation or casting animation, the bolt just flies out of them. It also looks to be too high where it flies out of hte player
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COMMENTS
3 replies
SnailHunter ADMIN
2026.08.11
Confirmed, and you found a whole class of bug rather than one skill.
When you cast Energy Bolt we play the spell effect and fire the bolt, but we never tell your character to actually do anything — so he stands there in his idle pose while the magic happens. The reason is narrow: the code that makes your character move when you cast only runs for *melee* skills like Power Strike and Brandish. Every magic and projectile skill was skipped, so Energy Bolt, Magic Claw, Lucky Seven, Arrow Blow and the rest all cast silently.
In the real client a skill either has its own named pose stored in the game data, or — if it doesn't have one — it falls back to your ordinary weapon swing. I checked the v83 data: Energy Bolt and Magic Claw genuinely have no pose of their own, which means the correct animation is your character swinging his wand or staff. That's what you'd have seen in 2009.
The fix plays that pose after any non-melee attack skill is cast. It's animation only — it can't add damage or hit anything on its own.
When you cast Energy Bolt we play the spell effect and fire the bolt, but we never tell your character to actually do anything — so he stands there in his idle pose while the magic happens. The reason is narrow: the code that makes your character move when you cast only runs for *melee* skills like Power Strike and Brandish. Every magic and projectile skill was skipped, so Energy Bolt, Magic Claw, Lucky Seven, Arrow Blow and the rest all cast silently.
In the real client a skill either has its own named pose stored in the game data, or — if it doesn't have one — it falls back to your ordinary weapon swing. I checked the v83 data: Energy Bolt and Magic Claw genuinely have no pose of their own, which means the correct animation is your character swinging his wand or staff. That's what you'd have seen in 2009.
The fix plays that pose after any non-melee attack skill is cast. It's animation only — it can't add damage or hit anything on its own.
SnailHunter ADMIN
29 days ago
Confirmed, and you found a whole class of bug rather than one skill. When you cast Energy Bolt we played the spell effect and fired the bolt but never told your character to do anything, so he stood in his idle pose while the magic happened. The code that animates the caster only ran for melee skills like Power Strike and Brandish — every magic and projectile skill was skipped, so Energy Bolt, Magic Claw, Lucky Seven, Arrow Blow and the rest all cast silently.
In the real client a skill either has its own named pose stored in the game data, or falls back to your ordinary weapon swing. I checked the v83 data: Energy Bolt and Magic Claw genuinely have no pose of their own, so the correct animation is your character swinging his wand or staff — that's what you'd have seen in 2009, and that's what plays now. It's animation only; it deliberately touches none of the combat code, so it can't add damage or hit anything by itself.
On your follow-up about unlimited range — that's a separate issue from this one and I haven't touched it here. The bolt's travel distance is its own number and needs checking against the v83 data; I'd rather raise that as its own item than fold an unverified range change into an animation fix.
In the real client a skill either has its own named pose stored in the game data, or falls back to your ordinary weapon swing. I checked the v83 data: Energy Bolt and Magic Claw genuinely have no pose of their own, so the correct animation is your character swinging his wand or staff — that's what you'd have seen in 2009, and that's what plays now. It's animation only; it deliberately touches none of the combat code, so it can't add damage or hit anything by itself.
On your follow-up about unlimited range — that's a separate issue from this one and I haven't touched it here. The bolt's travel distance is its own number and needs checking against the v83 data; I'd rather raise that as its own item than fold an unverified range change into an animation fix.








