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Enchanted Knives by boekie
Name General Description
1, 2, 3, 4, 5, 6
Enchanted Knives v5
2500
UNIQUE
General
Wave lvl: 60

Submission
By: boekie
Date:2010-01-13 12:31:28
Status:
IN THE MAP beta v0.6
ID:120
Last Update:2015-03-06 08:16:35
Description
These knives were used by a famous nightelf ranger. They can attack multiple units at once.

Abilities
Multishot
Attacks up to 3 targets at the same time.
Specials

Specials:
-50% attackspeed


1, 2, 3, 4, 5, 6
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Discussion

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 Post subject: Enchanted Knives v5 (120)
PostPosted: Wed Jan 13, 2010 11:31 am 
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This is the discussion thread for the item Enchanted Knives (120)

Creator's comments for this item:

Very unique item!
Adds multishot to a tower but decreases attackspeed by 50% to balance.

Does not work on splash or bounce tower and functions weird on a Multishot tower.
Any suggestions to fix this?
I can add a warning that it does not work on bounce/splash towerS.


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 Post subject: Re: Enchanted Knives (120)
PostPosted: Wed Jan 13, 2010 11:33 am 
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1 other issue: The decreased attackspeed does not decrease the goldcost.


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 Post subject: Re: Enchanted Knives (120)
PostPosted: Wed Jan 13, 2010 11:43 am 
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some questions, How does this not work on splash and Bounce towers, and "how does this weird thing happens" when using it on a tower taht already has multishot?.

oh and im not sure but i think you should make clear in the tooltip how many "multishots" this tower has with the multishot


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 Post subject: Re: Enchanted Knives (120)
PostPosted: Wed Jan 13, 2010 12:12 pm 
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Cyony wrote:
some questions, How does this not work on splash and Bounce towers, and "how does this weird thing happens" when using it on a tower taht already has multishot?.

oh and im not sure but i think you should make clear in the tooltip how many "multishots" this tower has with the multishot


I suggest you test this item yourself....


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 Post subject: Re: Enchanted Knives (120)
PostPosted: Wed Jan 13, 2010 12:22 pm 
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k i will

EDIT: i dont know if i did something wrong, but when i used the GMSI on your item, it said this

--- Executing map Enchanted Knives v1.w3x ---
Extracting item...
Implicit cast error: Cannot cast implicitly from float to int

--- Execution was aborted due to an error ---


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 Post subject: Update to version v2!
PostPosted: Wed Jan 13, 2010 12:42 pm 
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The item has been updated to version v2!

Creator's reason for this update:

Changed tooltips


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 Post subject: Re: Enchanted Knives (120)
PostPosted: Wed Jan 13, 2010 1:23 pm 
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first: realism: Why should some knives give u a multishot? :D Maybe make it an ancient battery/ Energy storage that releases it's energy to copy attacks.

Second: 3 additional Attacks? so 4 at whole? Well i think it's 3 but 3 is rather strong, since i think multishot makes triggers be able to trigger of of every shot. Think about redball lightning with this and some atkspeed. Since its weird on bounce it won't work ok^^... nvm

Third: -50% atkspeed, maybe make it hit 4 Targets and decrease damage by 75% (or lesser so it's a bonus then) so it's balanced but makes it a multitrigger item. But cool idea anyway


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 Post subject: Re: Enchanted Knives (120)
PostPosted: Wed Jan 13, 2010 1:30 pm 
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Cyony wrote:
k i will

EDIT: i dont know if i did something wrong, but when i used the GMSI on your item, it said this

--- Executing map Enchanted Knives v1.w3x ---
Extracting item...
Implicit cast error: Cannot cast implicitly from float to int

--- Execution was aborted due to an error ---


It's a bug in the new devkit.
How to fix it:
fix
geX wrote:
I dunno how this error could appear.

Quick fix for yourself until I release next version:

a) open file script/lib/YouTD/itemBalance.gsl
b) Replace line 74
goldcost+=pow(points,itemPointCostExponent)*itemPointCostFactor


with

goldcost+=(int)(pow(points,itemPointCostExponent)*itemPointCostFactor)


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 Post subject: Re: Enchanted Knives (120)
PostPosted: Wed Jan 13, 2010 1:35 pm 
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i think that all such items will create a huge imbalance (they even do this already)

no matter which value you tweak there are means to make up for them.

if you decrease damage after damagecalc, then you can build geothermal to make up for it or short swords/el bastardo, if you decrease it before, use oils/xp, attackspeed obvious counter oils items.

i would reequip the item after each round and take it away in bosslevels.

a means of making up for those problems could be setting the damage after damagecalc fix to a certain value.
to prevent abuses with reequipping you could make this item charged and only droppable by using up a charge with the item disappearing when counter goes to 0


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 Post subject: Re: Enchanted Knives (120)
PostPosted: Wed Jan 13, 2010 1:54 pm 
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What profit do you have with reequipping this item?


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 Post subject: Re: Enchanted Knives (120)
PostPosted: Wed Jan 13, 2010 2:08 pm 
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code
global array<float> modBalance = array();

modBalance["MOD_DMG_TO_MASS"] = 900.0;
modBalance["MOD_DMG_TO_NORMAL"] = 1300.0;
modBalance["MOD_DMG_TO_CHAMPION"] = 800.0;
modBalance["MOD_DMG_TO_BOSS"] = 1000.0;
modBalance["MOD_DMG_TO_AIR"] = 900.0;
modBalance["MOD_DMG_TO_UNDEAD"] = 1000.0;
modBalance["MOD_DMG_TO_MAGIC"] = 1000.0;
modBalance["MOD_DMG_TO_NATURE"] = 1000.0;
modBalance["MOD_DMG_TO_ORC"] = 1000.0;
modBalance["MOD_DMG_TO_HUMANOID"] = 1000.0;

modBalance["MOD_ATTACKSPEED"] = 7000.0;
modBalance["MOD_DPS_ADD"] = 1.0;
modBalance["MOD_DAMAGE_ADD_PERC"] = 4000.0;

modBalance["MOD_ATK_CRIT_CHANCE"] = 15000.0;
modBalance["MOD_ATK_CRIT_DAMAGE"] = 1200.0;

modBalance["MOD_MULTICRIT_COUNT"] = 1500.0;

modBalance["MOD_SPELL_DAMAGE_DEALT"] = 3500.0;
modBalance["MOD_SPELL_CRIT_CHANCE"] = 12000.0;
modBalance["MOD_SPELL_CRIT_DAMAGE"] = 1000.0;


modBalance["MOD_EXP_RECEIVED"] = 1500.0;
modBalance["MOD_BOUNTY_RECEIVED"] = 2000.0;

modBalance["MOD_ITEM_CHANCE_ON_KILL"] = 5000.0;
modBalance["MOD_ITEM_QUALITY_ON_KILL"] = 3750.0;

modBalance["MOD_DEBUFF_DURATION"] = 3000.0;

modBalance["MOD_MANA_PERC"] = 2000.0;
modBalance["MOD_MANA_REGEN_PERC"] = 2000.0;

modBalance["MOD_TRIGGER_CHANCES"] = 5000.0;
modBalance["MOD_BUFF_DURATION"] = 3000.0;

global float itemLvlAddBalanceFactor = 12.0;
global float itemPointCostExponent = 1.5;
global float itemPointCostFactor = 0.02;
global float itemLevelLinear = 12.5;
global float itemLevelConst = 50;
global float itemMaxPrice = 1100;
global array itemRarityFactor = array();
itemRarityFactor["common"] = 1.0;
itemRarityFactor["uncommon"] = 1.3;
itemRarityFactor["rare"] = 1.8;
itemRarityFactor["unique"] = 2.5;

int balanceItem(TDItem item, Item itm, bool verbose){
   int goldcost = 0;
   
   //Trigger goldcost
   for(int i: item.triggers){
      TowerTrigger tt = item.triggers[i];
      if(tt.values["goldcost"].value=="") fail("The trigger " + tt.name + " has not set a goldcost. Set one!");
      goldcost += (int)tt.values["goldcost"].value;      
   }
   //Modification table goldcost
   float points = 0.0;
   for(int i: item.dmgTable){
      TowerTableEntry tte = item.dmgTable[i];
      if(tte.id == "MOD_DPS_ADD"){
         goldcost += tte.base + (int)(tte.add * itemLvlAddBalanceFactor);
      } else {
         points += (tte.base + tte.add*itemLvlAddBalanceFactor) * modBalance[tte.id];
      }
   }
   goldcost += pow(points,itemPointCostExponent)*itemPointCostFactor;
   if(goldcost/itemRarityFactor[item.settings.rarity]>itemMaxPrice) fail("Your item is too expensive! An item of this rarity may only cost " + (int)(itemMaxPrice*itemRarityFactor[item.settings.rarity]) + " gold at most, but yours costs " + goldcost + " gold. Make your item worse to make it fit into the price range!");
   if(goldcost < 0) fail("Your item has a negative goldcost! This is not allowed.");
   int lvl = (int)((goldcost/itemRarityFactor[item.settings.rarity] - itemLevelConst) / itemLevelLinear);
   if(lvl < 0) lvl = 0;
   if(verbose)echoln("ITEM BALANCE:\nGoldcost: " + goldcost + "\nLevel: " + lvl);
   item.settings.goldcost = (int)goldcost;
   return lvl;


i opened this with notebook, but i do not have that line of yours


Last edited by boekie on Wed Jan 13, 2010 2:12 pm, edited 2 times in total.
plz use a hide box


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 Post subject: Re: Enchanted Knives (120)
PostPosted: Wed Jan 13, 2010 2:10 pm 
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goldcost += pow(points,itemPointCostExponent)*itemPointCostFactor; here it is^^
Quote:
TowerTableEntry tte = item.dmgTable[i];
if(tte.id == "MOD_DPS_ADD"){
goldcost += tte.base + (int)(tte.add * itemLvlAddBalanceFactor);
} else {
points += (tte.base + tte.add*itemLvlAddBalanceFactor) * modBalance[tte.id];
}
}
goldcost += pow(points,itemPointCostExponent)*itemPointCostFactor;
if(goldcost/itemRarityFactor[item.settings.rarity]>itemMaxPrice) fail("Your item is too expensive! An item of this rarity may only cost " + (int)(itemMaxPrice*itemRarityFactor[item.settings.rarity]) + " gold at most, but yours costs " + goldcost + " gold. Make your item worse to make it fit into the price range!");
if(goldcost < 0) fail("Your item has a negative goldcost! This is not allowed.");
int lvl = (int)((goldcost/itemRarityFactor[item.settings.rarity] - itemLevelConst) / itemLevelLinear);
if(lvl < 0) lvl = 0;
if(verbose)echoln("ITEM BALANCE:\nGoldcost: " + goldcost + "\nLevel: " + lvl);
item.settings.goldcost = (int)goldcost;
return lvl;


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 Post subject: Re: Enchanted Knives (120)
PostPosted: Wed Jan 13, 2010 2:18 pm 
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ow wow.. am i getting that blind?
im sorry for the stupid post.


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 Post subject: Re: Enchanted Knives (120)
PostPosted: Wed Jan 13, 2010 2:31 pm 
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well i tested in on a multihit tower and i can say what happened.( i think)
a standart lvl 1 multihit tower has 4 projectiles.
your Item has 3 "extra projectiles" so you think it would be 7 projectiles.
yet what it does is, it removes the Main "projectile" of the tower and replaces it by 3 different projectile, so basicly your tower now Shoots 6 projectiles, where there are basicly 2 multishots happening. and since they arent the same multishot they can attack the same target twice.
if you needs some clarification after this, ill try to make this explanation a little bit easier.

also, i dont know why bounce and splash towers dont use the multi shot. seems like a bug in the script maybe. realy awkward =/.


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 Post subject: Approved!
PostPosted: Mon Apr 26, 2010 3:18 pm 
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Location: Munich, Germany / Sydney, Australia
This item has been approved!
It will be in the next version of YouTD!


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