[1.0.3] Retribution has no cooldown

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jsmile39
Wayist
Posts: 15
Joined: Fri May 10, 2013 12:04 pm

[1.0.3] Retribution has no cooldown

#1 Post by jsmile39 »

See topic!

The trigger effect after it absorbs X amount of damage appears to reset the CD. When you first learn it, and if you manually disable it, it will have the correct 10CD. If it's deactivated by damage then it becomes immediately available the same turn.

If you activate it, then wait 5 turns and deactivate it, it will have the proper 10CD still. So it's not starting the CD from when the spell was cast (which is what I first thought might be happening).

Hachem_Muche
Uruivellas
Posts: 744
Joined: Thu Nov 18, 2010 6:42 pm

Re: [1.0.3] Retribution has no cooldown

#2 Post by Hachem_Muche »

Looks like correcting one bug introduced another. Fix:

Code: Select all

Index: game/modules/tome/class/Actor.lua
===================================================================
--- game/modules/tome/class/Actor.lua	(revision 6702)
+++ game/modules/tome/class/Actor.lua	(working copy)
@@ -1606,6 +1606,7 @@
 
 			-- Deactivate without loosing energy
 			self:forceUseTalent(self.T_RETRIBUTION, {ignore_energy=true, ignore_cd=true})
+			self:startTalentCooldown(self.T_RETRIBUTION)
 
 			-- Explode!
 			game.logSeen(self, "%s unleashes the stored damage in retribution!", self.name:capitalize())
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

darkgod
Master of Eyal
Posts: 10751
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
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Re: [1.0.3] Retribution has no cooldown

#3 Post by darkgod »

fixed
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

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