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Shattering shout not destroying close projectiles
Posted: Tue Jul 29, 2014 1:07 am
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.
Re: Shattering shout not destroying close projectiles
Posted: Tue Jul 29, 2014 11:52 am
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"
Re: Shattering shout not destroying close projectiles
Posted: Tue Jul 29, 2014 12:29 pm
by grayswandir
Cones generally don't hit the square you're on.
Re: Shattering shout not destroying close projectiles
Posted: Tue Jul 29, 2014 9:04 pm
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) ?