Shattering shout not destroying close projectiles
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Shattering shout not destroying close projectiles
I just had this happen. A rigor mortis projectile was on my own square, and I used shattering shout but it didn't stop it.
Re: Shattering shout not destroying close projectiles
maybe because the effect of the shattering shout is delayed? unless its says that skill says takes no time, I think all talents effects are released at the very end of your turn, or somewhere in the middle. you said it was on your square right?
don forget that "turn based" in this game is really close to "in real time". its not actuall in real time, but its just how the speed modifiers work in here. some action take half a turn, some take a whole turn, and some don't take a turn at all. and some skills let you "bend" or ignore the "flow of time"
don forget that "turn based" in this game is really close to "in real time". its not actuall in real time, but its just how the speed modifiers work in here. some action take half a turn, some take a whole turn, and some don't take a turn at all. and some skills let you "bend" or ignore the "flow of time"
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- Uruivellas
- Posts: 708
- Joined: Wed Apr 30, 2008 5:55 pm
Re: Shattering shout not destroying close projectiles
Cones generally don't hit the square you're on.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated.
Currently working on Elementals. It's a big project, so any help would be appreciated.

Re: Shattering shout not destroying close projectiles
Code: Select all
self:project(tg, x, y, function(px, py)
local proj = game.level.map(px, py, Map.PROJECTILE)
if not proj then return end
proj:terminate(x, y)
game.level:removeEntity(proj, true)
proj.dead = true
self:logCombat(proj, "#Source# shatters '#Target#'.")
end)
shouldn't that be proj:terminate(px, py) ?