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Arcane Storm by Ashbringer

The icon is already used by 1 tower:

Arcane Storm 

Name General Description
1, 2
Arcane Storm v6
34000i
3400
General
Element:storm
Rarity:unique
Goldcost:3400
Wave lvl:71
Ele. lvl:14

Submission
By: Ashbringer
Date:2016-12-29 19:31:38
Status: OUTDATED
ID:1953
Last Update:2017-08-29 21:14:56
Combat
DPS:665
Type:Energy
Targets:0
Range:1200
Cooldown:1.5
Damage:998 - 998
Abil factor:0.2

Magic
Mana: 150
Regeneration:0/s
Description
Chaotic magical energy that primes enemies for disintegration.

Abilities
Surge
The tower ' s main attacks have a 1% chance per Attraction stack on the target to send a surge of energy that deals 200% of attack damage to the target and then attempts to jump from enemy to enemy within 750 range of the original target. At each enemy, the chance to jump is calculated based on the next target ' s Attraction stacks. Can only hit each target once and benefits from Mana Storm ' s damage bonus.

Level Bonus:
+0.02% chance per stack
+4% attack damage
Arcane Attraction
Attacks apply a stack of Attraction on hit and generate 1 mana per stack on each target. Can only gain mana once per target hit on each attack. When an enemy dies, all stacks of Attraction on it will distribute evenly to nearby targets within 500 range and deal 20% attack damage per stack transferred. Attraction lasts indefinitely.

Level Bonus:
+10 range
+0.4% attack damage per stack
Mana Storm
Attacks hit up to 2 additional enemies within attack range and consume all mana to deal [mana consumed]% increased damage. Mana Storm gains an additional attack for every 75 mana consumed. If at least 100 mana is consumed, the tower ' s multicrit is increased by 3 for 2 seconds. If there are less creeps than attacks, the remaining attacks will hit the main target.

Level Bonus:
-1 mana per extra attack

Status:
OUTDATED: This tower was replaced by Arcane Storm v7

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 Post subject: Arcane Storm v6 (1953)
PostPosted: Thu Dec 29, 2016 6:31 pm 
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This is the discussion thread for the tower Arcane Storm (1953)

Creator's comments for this tower:

Purely attack based Storm carry. Designed to get stronger the more it can attack. It scales heavily with the number of attraction stacks that it accumulates on enemies.


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 Post subject: Re: Arcane Storm v1 (1953)
PostPosted: Thu Dec 29, 2016 6:48 pm 
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Please advise on numbers for balance.

Wording is a bit off, "strike" is used because originally intended to use lightning effects for attacks however there's no purple-ish lightning effects. Even Surge (previously named disintegrate) uses "BLUE". I know that lightning effects created by the API can be coloured however those don't follow their targets like the default chain lightning ability does.

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 Post subject: Re: Arcane Storm v1 (1953)
PostPosted: Thu Dec 29, 2016 10:57 pm 
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1000% range per level? so like lvl 0 = 500 range lvl 1 = 5500 range?

I like the tower i am always a big fan of more towers using mana

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 Post subject: Re: Arcane Storm v1 (1953)
PostPosted: Thu Dec 29, 2016 11:31 pm 
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That's an erroneously placed % of course --- 10 formatted to percentage = 1000%


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 Post subject: Update to version v2!
PostPosted: Sat Dec 31, 2016 7:23 am 
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The tower has been updated to version v2!

Creator's reason for this update:

Wording changes
Corrected alpha on multicrit buff effect


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 Post subject: Re: Arcane Storm v2 (1953)
PostPosted: Thu Aug 24, 2017 2:56 pm 
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OnAttack has unused local variable main_damage - distracted me for a while, because onAttack doesn't have Event.damage.

OnAttack "set p.speed = 1000 - (count_up * 50)" can go to 0 or negative.

OnAttack sets tower.userReal and onDamage uses it. If the tower attacks fast enough - which is easy with a fairly slow projectile and low base attack cooldown - the userReal will be updated before onDamage uses it and that damage bonus will be lost. I don't have a clean solution for this - even the normal attack critical does the same thing, setting crit onAttack and using it onDamage - but you could avoid this problem by changing the concept slightly.
You could add the bonus damage up onAttack (ie. tower.userReal = tower.userReal + mana), then consume all of it onDamage --- it's a bit of a cheat, but acceptable, I guess. Will causes first attack to hit harder and the last attack to hit less. Also, any creep dying in between onAttack and onDamage will store damage, but negating that with a UID check would cause loss of bonus damage when changing targets.


Iteration in ashbringer_disintegrate_start might be better with nextRandom(), because next() seems to favor the same unit order over multiple iterates.


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 Post subject: Re: Arcane Storm v2 (1953)
PostPosted: Sat Aug 26, 2017 7:34 am 
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Thanks for the feedback.

I will correct the projectile speed and iteration.

As for the onAttack and onDamage, I originally had instant lightning bolt attacks. There were no projectiles, so it would work then correct?

Can you do me a favour please? I need a pink/purple-ish lightning texture as a preset. As I said before, I know it can be created with the API stuff that's already there but those don't follow the target like lightning attack/chain lightning do.

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 Post subject: Re: Arcane Storm v2 (1953)
PostPosted: Sat Aug 26, 2017 12:04 pm 
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I have a prototype for custom lightning meant for the devkit, but it's a lot of menial effort to roll it into use. I have also toyed around with moving lightnings, but we're doing too much computation already (if you've ever tried to view a replay, you've noticed how it can't run 8x speed after a point).

You can extract lightningdata.slk from the testmap and make your own lightning, then pass along the definition to me - I'll manually add its definition into the map's lightningdata.


As a side-note, back then I also made a basic browser run (.html file) texture viewer to ease evaluating what in-game textures could be used as lightning textures: https://www.dropbox.com/s/84yyh5j2li65l ... er.7z?dl=0
Lightnings take the texture horizontally so vertical textures won't work.


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 Post subject: Re: Arcane Storm v2 (1953)
PostPosted: Sat Aug 26, 2017 1:57 pm 
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I tried my hand at creating a custom lightning preset... and I think I broke it. None of the custom effects work now even though I backed up the original lightningdata file (and was using the correct path).

Go me!

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 Post subject: Re: Arcane Storm v2 (1953)
PostPosted: Sat Aug 26, 2017 2:35 pm 
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Hm - you shouldn't edit the testmap_stub, if that's what you did. Backup the testmap_stub or just edit the testmap that GMSI creates by merging your tower creation map with the testmap_stub.
Here's a fresh-ish testmap_stub in that case: https://www.dropbox.com/s/6uiclyb4k11xt ... b.w3x?dl=0

Alternatively, legend is that WC3 can sometimes stop showing certain types of effects (spell effects, triggered special effects) for some time even through reboots and reinstalls. I have encountered this myself, and I know at least of two other people having encountered it --- really unclear what triggers it, and why it persists, but it can go away with a reboot or with time.


If you edited the file with notepad - which is possible - the structure is a bit difficult to grasp. It's easier with a spreadsheet editor, ie. Excel, or some SLK editor from a WC3 modding site.

Just to make sure, the correct full path for the imported file is:
splats\lightningdata.slk


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 Post subject: Update to version v3!
PostPosted: Sat Aug 26, 2017 8:05 pm 
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The tower has been updated to version v3!

Creator's reason for this update:


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 Post subject: Re: Arcane Storm v3 (1953)
PostPosted: Sat Aug 26, 2017 8:12 pm 
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Changed the projectiles into instant bolt attacks. Will remove the projectile code when tower is more complete.
Changed the next() to nextRandom() as you suggested.

As for the custom lightning... I'm doing something right and I'm doing something wrong. I'm copying ZAP2 and changing the green from 255 to 100 (seriously that's all I need) and naming it PZAP but when importing the file into the compiled test map it doesn't show in game (and yes, the abilities reference PZAP).

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 Post subject: Re: Arcane Storm v3 (1953)
PostPosted: Sun Aug 27, 2017 2:58 am 
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I thought we didn't allow 'weapTp instant' for purposes of onAttack -> onDamage sequence, but I can't seem to find any script that would facilitate that - I might be remembering something wrong.

Maybe your editor is saving the .slk different? It is a Microsoft file format (.slk), and they probably give zero shits changing how it's saved because their programs are expected to be the only ones using it.

https://www.dropbox.com/s/1m2dmqc2a7m0l ... a.slk?dl=0
This has ZAP2 copied and renamed into PZAP with 100 in green. Tested it and it worked for me.


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 Post subject: Update to version v4!
PostPosted: Sun Aug 27, 2017 8:28 am 
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The tower has been updated to version v4!

Creator's reason for this update:

Removed projectile code
Purple lightning effects
Surge iterate ignores main target
Main attack is a really fast projectile instead of instant


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 Post subject: Re: Arcane Storm v4 (1953)
PostPosted: Sun Aug 27, 2017 7:33 pm 
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If the extra attacks are instant (and the main attack is instant-ish), you could consolidate onAttack into onDamage. The code would be easier to manage and grasp - as in, no need to transfer information between onAttack and onDamage.

It would also make sure that the main attack never loses the bonus unfairly --- which is possible with something modifying the attack, ie. Enchanted Knives or imaginably something else, I don't know. In these modified cases though it would mean that the extra attacks happen with different timing.


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