[1.2.1] Skirmisher Bash and Smash takes two turns

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Torokasi
Halfling
Posts: 96
Joined: Tue Apr 03, 2012 7:34 pm

[1.2.1] Skirmisher Bash and Smash takes two turns

#1 Post by Torokasi »

See title. Easily seen if you use it with another enemy (beside the target) next to you; they'll get two actions off after you use it.

Suslik
Spiderkin
Posts: 481
Joined: Wed Aug 22, 2012 4:41 pm

Re: [1.2.1] Skirmisher Bash and Smash takes two turns

#2 Post by Suslik »

i've seen similar behaviour with enemy stepping twice to me after being knocked back. but if i tried to reproduce it i failed: a skill on cooldown reduced the counter only by 1 after using mash and smash.

Torokasi
Halfling
Posts: 96
Joined: Tue Apr 03, 2012 7:34 pm

Re: [1.2.1] Skirmisher Bash and Smash takes two turns

#3 Post by Torokasi »

Hrm, curious. I'm not sure what's going on there; let me test cooldowns, but it's been very consistently letting enemies of any stripe double attack me.

Just tested: Swift Shot, then Bash and Smashed, and it took two turns cooldown off Swift Shot. It's possible it doesn't do so consistently, since sling shots are fast? That may have been why you didn't see the behavior?

Suslik
Spiderkin
Posts: 481
Joined: Wed Aug 22, 2012 4:41 pm

Re: [1.2.1] Skirmisher Bash and Smash takes two turns

#4 Post by Suslik »

Torokasi wrote: Just tested: Swift Shot, then Bash and Smashed, and it took two turns cooldown off Swift Shot. It's possible it doesn't do so consistently, since sling shots are fast? That may have been why you didn't see the behavior?
May very well be the case

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: [1.2.1] Skirmisher Bash and Smash takes two turns

#5 Post by edge2054 »

I looked at this before going to the theater earlier.

I think the issue is..

Code: Select all

self:archeryShoot(targets, t, nil, {mult=t.getSlingMult(self, t), no_energy = true})
If I'm reading things right archeryShoot isn't where energy is checked but rather in...

Code: Select all

local targets = self:archeryAcquireTargets(nil, {one_shot=true, x=target.x, y=target.y})
So that should be...

Code: Select all

local targets = self:archeryAcquireTargets(nil, {no_energy=true, one_shot=true, x=target.x, y=target.y})
It would explain the inconsistency. If you kill something with the shield attacks the sling doesn't fire.

But I could be wrong and misreading everything.

Torokasi
Halfling
Posts: 96
Joined: Tue Apr 03, 2012 7:34 pm

Re: [1.2.1] Skirmisher Bash and Smash takes two turns

#6 Post by Torokasi »

I think, after testing, Hurricane Shot is doing this as well after it gets to L3.

This reminds me a lot of the Mindslayer bug, where some part of the action was taking more time since it didn't have a flag, IIRC?

Fortescue
Wyrmic
Posts: 285
Joined: Sat Feb 08, 2014 1:02 am

Re: [1.2.1] Skirmisher Bash and Smash takes two turns

#7 Post by Fortescue »

Crud. So 2 skills are doing this on Skirmisher now?

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