[1.2.1] Skirmisher Bash and Smash takes two turns
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[1.2.1] Skirmisher Bash and Smash takes two turns
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.
Re: [1.2.1] Skirmisher Bash and Smash takes two turns
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.
Re: [1.2.1] Skirmisher Bash and Smash takes two turns
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?
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?
Re: [1.2.1] Skirmisher Bash and Smash takes two turns
May very well be the caseTorokasi 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?
Re: [1.2.1] Skirmisher Bash and Smash takes two turns
I looked at this before going to the theater earlier.
I think the issue is..
If I'm reading things right archeryShoot isn't where energy is checked but rather in...
So that should be...
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.
I think the issue is..
Code: Select all
self:archeryShoot(targets, t, nil, {mult=t.getSlingMult(self, t), no_energy = true})
Code: Select all
local targets = self:archeryAcquireTargets(nil, {one_shot=true, x=target.x, y=target.y})
Code: Select all
local targets = self:archeryAcquireTargets(nil, {no_energy=true, one_shot=true, x=target.x, y=target.y})
But I could be wrong and misreading everything.
Re: [1.2.1] Skirmisher Bash and Smash takes two turns
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?
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?
Re: [1.2.1] Skirmisher Bash and Smash takes two turns
Crud. So 2 skills are doing this on Skirmisher now?