topaz
topaz copied to clipboard
Paralyze doesn't put job abilities on cooldown when triggered
Issue by topaz-bot
Wednesday Jan 08, 2020 at 15:00:42
Originally opened as: project-topaz/topaz - Issue 275
Issue by isotor
Tuesday Apr 16, 2019 at 06:17 GMT
Originally opened as DarkstarProject/darkstar - Issue 5849
I have:
- [x] searched existing issues (http://github.com/darkstarproject/darkstar - Issue ) to see if the issue I am posting has already been addressed or opened by another contributor
- [x] checked the commit log to see if my issue has been resolved since my server was last updated
Client Version (type /ver
in game) : 30190328_2
Source Branch (master/stable) : master
Additional Information (Steps to reproduce/Expected behavior) :
As title says. Relevant info from the wiki page:
The results of a paralyzed action vary on the type of action. A paralyzed spell will not cast but also not consume any MP (or Ninja Tools for Ninjutsu), and may be attempted again seconds later without having to wait for the spell's full recast time. A paralyzed job ability will not take effect but it will still be "consumed", requiring the player to have to wait the full recast time of the JA to try using it again (the sole exception is the Two Hour Ability, which can be paralyzed but can be attempted again a few seconds later, like spells). A paralyzed item will not take effect but will still be consumed, resulting in a lost item or Enchantment charge. Caution is advised when using any items while in combat against a foe capable of paralyzing you.
Weapon Skills, monster TP abilities, and avatar Blood Pact abilities are not affected by paralysis (although the Job Abilities "Blood Pact: Rage" and "Blood Pact: Ward" themselves may be paralyzed).
Comment by topaz-bot
Wednesday Jan 08, 2020 at 15:00:43
Comment by TeoTwawki
Tuesday Apr 16, 2019 at 11:50 GMT
that wiki page is outdated. paralyze isn't the same as it used to be. I just want to point this out because item loss was removed. players should still be hit with cooldowns however, so there is something to fix here.
if (battleutils::IsParalyzed(this)) {
// display paralyzed
PRecastContainer->Add(RECAST_ABILITY, PAbility->getRecastId(), PAbility->getRecastTime());
loc.zone->PushPacket(this, CHAR_INRANGE_SELF, new CMessageBasicPacket(this, PTarget, 0, 0, MSGBASIC_IS_PARALYZED));
return;
}
So this will make JA's get put on full cd when parad(and return the red text of "can't do that yet or whatever), but it doesn't "update" your cooldowns either via addon or in the menu until you successfully use another JA which can be confusing