Shattering shout not destroying close projectiles

Where bugs go to lie down and rest

Moderator: Moderator

Post Reply
Message
Author
RedBucket
Higher
Posts: 52
Joined: Sun Jun 01, 2014 4:30 am

Shattering shout not destroying close projectiles

#1 Post by RedBucket »

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.

Radon26
Sher'Tul
Posts: 1439
Joined: Mon Jun 23, 2014 11:50 am

Re: Shattering shout not destroying close projectiles

#2 Post by Radon26 »

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"

grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Shattering shout not destroying close projectiles

#3 Post by grayswandir »

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. :)

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

Re: Shattering shout not destroying close projectiles

#4 Post by edge2054 »

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)
look at proj:terminate(x, y)

shouldn't that be proj:terminate(px, py) ?

Post Reply