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Pocket Emporium by Deemzul
Name General Description
1, 2
Pocket Emporium v6
777
UNIQUE
General
Wave lvl: 31

Submission
Original By: ShyGnome
By: Deemzul
Date:2015-04-18 10:37:49
Status: PENDING
ID:485
Last Update:2018-09-11 07:09:04
Description


Abilities
Purchase an Item
Spend a charge to buy a random item for 500 gold. The item will be of level 14-25 and uncommon or higher rarity.

Gains a charge every 5th wave, up to a maximum of 5 charges.
This ability is not affected by item quality.

Active ability:
Cooldown: 1 sec
Range: 0

Status:
PENDING: This item is not yet accepted. Users comments to this item:
Made the items generated to be level 14-25, increased gold cost to 500. The expected number of item drops in 240 waves with 100% chance is ~270, which makes this item at best a ~15% increase in item drops. The real benefit of this item is that it is separate from normal item drops and bypasses diminishing returns.

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Discussion

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 Post subject: Pocket Emporium v6 (485)
PostPosted: Thu Sep 22, 2016 1:37 am 
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This is the discussion thread for the item update Pocket Emporium (485).
This item is an update to Pocket Emporium v3 (id:471)

Creator's comments for this update:

clean item thread - sadly, puts my name on it on the website, but is the correct one ingame (ShyGnome)
code
reworded tooltip to fit max length
had to remove flavor text to make room for tooltip
the old flavor text: "You can purchase lots of wondrous stuff from it!"


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 Post subject: Re: Pocket Emporium v4 (485)
PostPosted: Thu Sep 22, 2016 6:38 pm 
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Joined: Thu May 29, 2014 3:00 pm
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Location: Serbia
I think you should make more waves for one charge(like every 7-8 wave or even higher) its little unbalanced for late game when you have lots of gold. And not many choices for unique items to drop.


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 Post subject: Re: Pocket Emporium v4 (485)
PostPosted: Fri Sep 23, 2016 10:40 am 
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Compared with backpack (level 6 unique item) 1 extra drop every 5 waves doesn't look that unbalanced to my mind. At least not for a level 31 unique item. And it's not even affected by item quality.


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 Post subject: Approved!
PostPosted: Fri Sep 23, 2016 5:41 pm 
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This item has been approved!
It will be in the next version of YouTD!


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 Post subject: Re: Pocket Emporium v4 (485)
PostPosted: Fri Sep 23, 2016 8:49 pm 
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I guess that settles it then.


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 Post subject: Re: Pocket Emporium v4 (485)
PostPosted: Sun Sep 25, 2016 7:48 am 
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Joined: Sun Aug 02, 2015 7:37 am
Posts: 45
neat! :P

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 Post subject: Update to version v5!
PostPosted: Sun Oct 23, 2016 10:22 am 
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The item has been updated to version v5!

Creator's reason for this update:

- getRandomItem -> getRandomItemAtRarityBounded (change in API function name)


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 Post subject: Re: Pocket Emporium v5 (485)
PostPosted: Thu Dec 22, 2016 3:18 am 
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:D:D It's giving out items level 251-500 instead of gold cost. Since there's no items level 251, it gives out the next highest level item. Whoops.


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 Post subject: Re: Pocket Emporium v5 (485)
PostPosted: Thu Dec 22, 2016 3:24 am 
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lolol. That's amusing.

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


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 Post subject: Re: Pocket Emporium v5 (485)
PostPosted: Thu Dec 22, 2016 3:32 am 
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Our API doesn't even allow bounding by goldcost. Maybes change it to level bounding and update ability description?

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


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 Post subject: Re: Pocket Emporium v5 (485)
PostPosted: Thu Dec 22, 2016 3:54 am 
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numbers just need ot be changed to 14 (250 gold cost item), 25 (500 gold cost item)

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 Post subject: REVOKED!
PostPosted: Sat Dec 24, 2016 10:08 pm 
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This item has been revoked!
Major flaws or imbalances were found. The item will be removed from the map until these flaws are fixed. If this is your item, please apply the recommended fixes as soon as possible to get your item back into the map!

Admin's reason for revocation:
change to "The item will be of level 14-25"

e: Refresh charges on pickup and after cast --- store current charges in userInt2, modify it, and set charges to that at the end of checkLevel.


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 Post subject: Re: Pocket Emporium v5 (485)
PostPosted: Tue Dec 27, 2016 4:03 pm 
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Joined: Thu Dec 22, 2016 5:48 pm
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Second problem with this item: It looses all stacks when using it while still gain only one item!

Edit: It does not loose all stacks. "Only" two.


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 Post subject: Re: Pocket Emporium v5 (485)
PostPosted: Sun May 14, 2017 9:11 am 
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Joined: Tue Jun 17, 2014 1:44 pm
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Really imba item. How about another consept: gains 1 charge per 5 creepwaves, stacking maximum to 4 charges. Each charge improves item quality. When activated, it instantly consumes all charges and creates an item of 15 - 30 level. The quality of the item as follows:
  1. 1 charge = common item
  2. 2 charges = uncommon item
  3. 3 charges = rare item
  4. 4 charges = unique item


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 Post subject: Re: Pocket Emporium v5 (485)
PostPosted: Sat Jun 17, 2017 9:11 pm 
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☞☞☞ wrote:
Really imba item. How about another consept: gains 1 charge per 5 creepwaves, stacking maximum to 4 charges. Each charge improves item quality. When activated, it instantly consumes all charges and creates an item of 15 - 30 level. The quality of the item as follows:
  1. 1 charge = common item
  2. 2 charges = uncommon item
  3. 3 charges = rare item
  4. 4 charges = unique item



would be good, but maybe a little strong imo.
I suggest the same thig but with this setup :

1 charge 100 % common
2 charges 70% uncommon and 30% common
3 charges 80% Rare and 20% uncommon
4 charges 90% Unique and 10% Rare

I don't know if it's possible because i don't know the basics of programmation (Create a tower or an item is a good way to learn ???) but it makes a little part of random, and in the other hand you still have higher chance to drop the highest rarity each times


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