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Heart of Tarrasque by ☞☞☞
Name General Description
1, 2
Heart of Tarrasque v8
1200
UNIQUE
General
Wave lvl: 40

Submission
By: ☞☞☞
Date:2015-02-17 09:58:10
Status: PENDING
ID:442
Last Update:2015-03-09 10:21:30
Description
A heart of an ancient extinct monster.

Abilities
Abolish Magic
Removes all negative buffs from 3 random towers.

Level Bonus:
+1 tower at levels 10, 18 and 25

Active ability:
Cooldown: 75 sec
Range: 500

Status:
PENDING: This item is not yet accepted. Users comments to this item:
cleanup

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Discussion

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 Post subject: Re: Heart of Tarrasque v4 (442)
PostPosted: Mon Mar 09, 2015 3:36 am 
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Joined: Wed Dec 29, 2010 12:20 pm
Posts: 4526
Location: Australia
There currently exists no onBuffed/onDebuffed event.
If you want to go down this 'preventative' path, the best you can do is apply a buff on the unit that periodically tries to call purgeBuff(false), and remove said buff when purgeBuff succeeds.
I personally have no issue with the present iteration (though perhaps the cooldown could be a little shorter). Remember that although it selects random towers, it'll always go for ones that have a debuff, which'll increase the chance of it hitting your carry (or other desired tower), espcially when it hits 6 towers at lvl 25.
The present iteration would be most useful for long debuffs, like steam engine's deactivation, or some of those items that have nice stats but with drawbacks.

With an autocast, it'd be good for players with good micro, but perhaps if you switch to using a periodic event, then you can adjust the period to be much shorter when there is nothing to purge (very similar to wooden trap going onto a shorter periodic when there is nothing to stun)

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Goldcost to waveLevel & elementLevel relationship
Incremental Testmap Stub & Tower Creation Map


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 Post subject: Update to version v5!
PostPosted: Mon Mar 09, 2015 6:47 am 
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Joined: Tue Jun 17, 2014 1:44 pm
Posts: 357
Location: RU
The item has been updated to version v5!

Creator's reason for this update:

Experimental. Could be good to display currently remaining time (don't know how to do it)


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 Post subject: Re: Heart of Tarrasque v5 (442)
PostPosted: Mon Mar 09, 2015 7:04 am 
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Joined: Tue Jun 17, 2014 1:44 pm
Posts: 357
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Thinking NOAC is the best solution in this case

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 Post subject: Re: Heart of Tarrasque v5 (442)
PostPosted: Mon Mar 09, 2015 7:24 am 
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Joined: Wed Dec 29, 2010 12:20 pm
Posts: 4526
Location: Australia
☞☞☞ wrote:
Thinking NOAC is the best solution in this case

A fake cooldown like this is ugly. :/
And NOAC means the player has to cast it manually each time: nobody wants to do that..

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Goldcost to waveLevel & elementLevel relationship
Incremental Testmap Stub & Tower Creation Map


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 Post subject: Update to version v6!
PostPosted: Mon Mar 09, 2015 9:15 am 
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Joined: Tue Jun 17, 2014 1:44 pm
Posts: 357
Location: RU
The item has been updated to version v6!

Creator's reason for this update:

Ready


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 Post subject: Update to version v7!
PostPosted: Mon Mar 09, 2015 9:18 am 
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Joined: Tue Jun 17, 2014 1:44 pm
Posts: 357
Location: RU
The item has been updated to version v7!

Creator's reason for this update:

cooldown =)


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 Post subject: Update to version v8!
PostPosted: Mon Mar 09, 2015 9:21 am 
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Joined: Tue Jun 17, 2014 1:44 pm
Posts: 357
Location: RU
The item has been updated to version v8!

Creator's reason for this update:

cleanup


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 Post subject: Re: Heart of Tarrasque v8 (442)
PostPosted: Mon Mar 09, 2015 9:32 am 
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Joined: Thu Oct 10, 2013 12:13 pm
Posts: 155
Quote:
call SFXAtUnit("Abilities\\Spells\\Human\\Defend\\DefendCaster.mdl",next.getUnit())


This triggers even when next == 0 (But maybe thats a misunderstanding)


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