
Originally Posted by
RAIST
also, this isn't a new request. This is a long standing issue, that has been reported countless times over the years, both on various forum sites as well as directly through SE's own support portal (I myself have submitted it several times to SE).
Surprised these arguments haven't come again up yet, so here is the rehashing of some arguments from previous threads:
You don't drop your weapon when you are paralyzed--you don't even attempt to swing your weapon in the first place. Why? Because Paralysis impedes your ability to ACT. Therefore, if you can't start the action, you wouldn't even have the item in your hand in the first place to drop it.
You don't loose ammo when paralyzed, even though you do go through the motions of drawing your ammo and taking aim with the bow before it processes the effect. The act of actually shooting is not allowed, so ammo is not expended.
If your avatar is paralyzed, you are prevented from using the action (a message along the lines of Garuda is unable to perform the action comes up). You don't loose the timer--again, the action is not allowed when you try to call it.
In short, the code order needs to be adjusted to prevent the action from being initiated at all for all actions, regardless if it is an item, spell, job or pet ability. The check needs to be consisitent and take place at the time the event is first called (like with normal attacks and Pet Abilities), not after the animation starts. As for the complexity of the code, while it may vary from class to class, they all should follow an order that is easily identifiable by the developers. Once you track it down for one item, you have the template for all items, then the same for spells, then job abilities, then pet abilities, etc. While it may not be a straight cut and past of the entire script, portions of it would be and is easier to replicate once the process is laid out properly--especially if they were to make them more uniform in the order.
Raist