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Dryhander by ShyGnome

The icon is already used by 1 item:

Excalibur 

Name General Description
Dryhander v2
2117
UNIQUE
General
Wave lvl: 55

Submission
By: ShyGnome
Date:2015-04-15 08:40:46
Status: PENDING
ID:469
Last Update:2015-04-15 08:46:50
Description
Not a three-handed sword.

Abilities
Slippery When Wet
Each attack increases chance to miss by 1%. Each second of not attacking decreases it by 1%. When item carrier misses, item is dropped.

HINT: There is 5 seconds delay for miss chance reduction to prevent exploiting by slow towers.
Specials

+25% damage (+0.6%/lvl)
+5% crit chance (+0.2%/lvl)
+x0.15 crit damage

Status:
PENDING: This item is not yet accepted. Users comments to this item:
Had to enable OnAttack event to make ability existant. In no way it's a finished item, and it wasn't even tested. Does any trigger look good. Is something amiss? What's about Goldcost of this ability? I set it to -500 for now, but I may change it. Oh, and also: I finally got new Power Supply Unit and can work again!

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Discussion

Page 1 of 1 [ 13 posts ] 
Author Message
 Post subject: Dryhander v2 (469)
PostPosted: Wed Apr 15, 2015 6:40 am 
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Joined: Thu Mar 19, 2015 2:36 pm
Posts: 57
This is the discussion thread for the item Dryhander (469)

Creator's comments for this item:

In no way it's a finished item, and it wasn't even tested. Does any trigger look good. Is something amiss? What's about Goldcost of this ability? I set it to -500 for now, but I may change it.

Oh, and also: I finally got new Power Supply Unit and can work again!


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 Post subject: Re: Dryhander v1 (469)
PostPosted: Wed Apr 15, 2015 6:42 am 
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Joined: Sat Jan 16, 2010 2:35 am
Posts: 1657
You need to enable the triggers that you use (those under YOUR ITEM SCRIPT that is).


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 Post subject: Update to version v2!
PostPosted: Wed Apr 15, 2015 6:46 am 
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Joined: Thu Mar 19, 2015 2:36 pm
Posts: 57
The item has been updated to version v2!

Creator's reason for this update:

Had to enable OnAttack event to make ability existant.

In no way it's a finished item, and it wasn't even tested. Does any trigger look good. Is something amiss? What's about Goldcost of this ability? I set it to -500 for now, but I may change it. Oh, and also: I finally got new Power Supply Unit and can work again!


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 Post subject: Re: Dryhander v1 (469)
PostPosted: Wed Apr 15, 2015 6:48 am 
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Joined: Thu Mar 19, 2015 2:36 pm
Posts: 57
Deemzul wrote:
You need to enable the triggers that you use.

Can't save with enabled triggers because many errors show up. That's why I count on you.

First of all is:
Line 4269: itm is not of a type that allows . syntax


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 Post subject: Re: Dryhander v2 (469)
PostPosted: Wed Apr 15, 2015 7:04 am 
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Joined: Sat Jan 16, 2010 2:35 am
Posts: 1657
You have changed the static structure of the function onDamage to be
function onDamage takes Tower tower returns nothing
instead of
private function onDamage takes Item itm returns nothing
So there is no variable called 'itm' in your case, resulting that error. Change it back to the latter.

Then you have the function twice (delete the empty one).


I don't feel like the 5 seconds delay is exactly a hint; instead, it seems like a fairly important part of the mechanics of the item. A hint would be "This item is strongest on a slow attacking tower."


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 Post subject: Re: Dryhander v2 (469)
PostPosted: Wed Apr 15, 2015 7:20 am 
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Joined: Thu Oct 10, 2013 12:13 pm
Posts: 155
The item is intended to be used on slow attack towers? And can the chance to drop below 0%


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 Post subject: Re: Dryhander v2 (469)
PostPosted: Wed Apr 15, 2015 7:35 am 
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Joined: Thu Mar 19, 2015 2:36 pm
Posts: 57
BadeNixer wrote:
The item is intended to be used on slow attack towers? And can the chance to drop below 0%

This isn't even finisned, there is no telling...

-----

Okay, now "calcBadChance is not a member of an Item".


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 Post subject: Re: Dryhander v2 (469)
PostPosted: Wed Apr 15, 2015 7:41 am 
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You need to create a local variable for the carrier:
local Tower tower = itm.getCarrier()
If you want to use Unit/Tower methods.


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 Post subject: Re: Dryhander v2 (469)
PostPosted: Wed Apr 15, 2015 7:49 am 
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Joined: Thu Mar 19, 2015 2:36 pm
Posts: 57
e: accidentally edited this message to oblivion; oops. (Deemzul)


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 Post subject: Re: Dryhander v2 (469)
PostPosted: Wed Apr 15, 2015 8:09 am 
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In this case, you put it in onDamage. You can also just do itm.getCarrier().calcBadChance(), since you're only using the carrier once.


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 Post subject: Re: Dryhander v2 (469)
PostPosted: Wed Apr 15, 2015 8:32 am 
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Joined: Thu Mar 19, 2015 2:36 pm
Posts: 57
Okay, got it done. Now I have something to do with YOUR_MOD, and by that I mean replace it with something else. Also, for some reason, I have "parse error" in Line 5228. It also states that "Statement outside of function".

If anything, I think that since this item adds only flat 1% chance to miss per attack, it will be too strong on super slow towers. So maybe I consider chance "1%" to "(attackspeed / 1.5)% but at least 1%".


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 Post subject: Re: Dryhander v2 (469)
PostPosted: Wed Apr 15, 2015 8:41 am 
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Joined: Sat Jan 16, 2010 2:35 am
Posts: 1657
You need to comment out the line
ON TOWER DETAILS


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 Post subject: Re: Dryhander v2 (469)
PostPosted: Fri Apr 17, 2015 3:27 am 
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Power User

Joined: Wed Sep 28, 2011 9:06 am
Posts: 1050
Just saying, this item is a problem late game. Good luck digging this item out of a full stash to put back on your carry lol.


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