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Chrono Jumper by axllow
Name General Description
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Chrono Jumper v28
770
UNIQUE
General
Wave lvl: 31

Submission
By: axllow
Date:2011-06-24 11:35:51
Status:
IN THE MAP v1.00
ID:287
Last Update:2014-12-07 13:32:08
Description
Space-teleport device. Use it carefully.

Abilities
Chrono Jump
Tower makes a leap through space to a target free location for 10 seconds, then returns to its original position. Increases attackspeed by 10% for the duration.

Active ability:
Cooldown: 30 sec
Range: 1500


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Discussion

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 Post subject: REVOKED!
PostPosted: Sun Oct 02, 2011 7:50 am 
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Joined: Wed Dec 29, 2010 12:20 pm
Posts: 4527
Location: Australia
This item has been revoked!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:
have to decline for the moment. New version coming soon, so please be promt if this is to make it in. The bug is partly my bad, i didn't tell you that the terrain in the official version is NOT unbuildable, so your buildability check does nothing :(
Maybe just do a clifflevel check instead?
As for the item drop & pickup, i see that you have coded that in, so not certain why it bugs up in the map. It might need a minisleep or something mebbe, iunno. See how items are dropped and picked back up again for when a tower is upgraded in the testmap, maybe try copy that.


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 Post subject: Re: REVOKED!
PostPosted: Mon Oct 03, 2011 12:40 pm 
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Posts: 129
Glowackos wrote:
have to decline for the moment. New version coming soon, so please be promt if this is to make it in. The bug is partly my bad, i didn't tell you that the terrain in the official version is NOT unbuildable, so your buildability check does nothing :(
Maybe just do a clifflevel check instead?
As for the item drop & pickup, i see that you have coded that in, so not certain why it bugs up in the map. It might need a minisleep or something mebbe, iunno. See how items are dropped and picked back up again for when a tower is upgraded in the testmap, maybe try copy that.

if check clifflvl then max range will be around 700-800 so make item useless
img
Image

new item drop/pickup
            call UnitDropItemPoint(twrUnit,jitem,fromX,fromY)
            call SetItemPositionLoc(jitem,tower.owner.position.itemStoreLoc)
            call SetItemVisible(jitem,false)
            if s1item != null then
                call UnitDropItemPoint(twrUnit,s1item,fromX,fromY)
                call SetItemPositionLoc(s1item,tower.owner.position.itemStoreLoc)
                call SetItemVisible(s1item,false)
            endif
            call UnitAddItem(twrUnit,jitem)
            if s1item != null then
                call UnitAddItem(twrUnit,s1item)               
            endif
            set itm.userInt = 1
            call UnitUseItemPoint(twrUnit,jitem,fromX,fromY)//reset cooldown


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 Post subject: Re: Chrono Jumper (287)
PostPosted: Mon Oct 03, 2011 12:42 pm 
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Joined: Fri Jul 21, 2006 11:31 pm
Posts: 4714
Location: Munich, Germany / Sydney, Australia
what is if a tower is built in the old spot of the tower while it jumps?

I think it would be best to wait with this item until we got functions in the API for:

-Determining if a player is allowed to build at a specific location
-Moving a tower

The moving of the tower is quite hacky at the moment. We really need a clean API for that.

This would enable us to add an oil that permanently relocates a tower. Sounds like a unique one :D


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 Post subject: Re: Chrono Jumper (287)
PostPosted: Mon Oct 03, 2011 12:54 pm 
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Posts: 129
geX wrote:
what is if a tower is built in the old spot of the tower while it jumps?

I think it would be best to wait with this item until we got functions in the API for:

-Determining if a player is allowed to build at a specific location
-Moving a tower

The moving of the tower is quite hacky at the moment. We really need a clean API for that.

This would enable us to add an oil that permanently relocates a tower. Sounds like a unique one :D

Old spot is blocked check function 'block' in header. I wanted to make it through destructable, but they are not parsing via GMSI.


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 Post subject: Re: Chrono Jumper (287)
PostPosted: Sat Oct 15, 2011 10:25 am 
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Joined: Fri Jan 09, 2009 3:02 pm
Posts: 4324
Location: Belgium
I played with this item today and I know it's revoked but plz consider increasing the goldcost too, it's very useful and strong, it catches all leaks.


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 Post subject: Re: Chrono Jumper (287)
PostPosted: Thu Jan 12, 2012 1:45 am 
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Joined: Wed Nov 30, 2011 7:34 pm
Posts: 103
Location: Moon
is this the problem of this item:

Jelly wrote:
If the Chrono Jumper isn't in item slot 1 and some other item is, upon use, the tower will drop both items and be moved permanently.


i don't really see the problem there. it just needs a new tooltip:

put the item in slot 1 to move the tower to desired location for 10s.
put the item in any other slot to move the tower permanently.


problem solved!
i'm dead serious about that.
that would be such a cool item!
think about it, please. :|

Edit:
the cooldown is too short ofc.
you can catch a lot of leaks with a cd of 30s.
i guess it needs like 300, 600 or 900s.


Last edited by JohnnyCash08 on Fri Jan 13, 2012 6:01 am, edited 2 times in total.

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 Post subject: Re: Chrono Jumper (287)
PostPosted: Thu Jan 12, 2012 4:05 am 
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Joined: Mon Aug 22, 2011 4:25 am
Posts: 1778
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Wow. JohnnyCash has a good point. That would make this item a lot more useful. I hate it now because it's just more glamor than substance. It seems like a dumb item. But if you want to change up how your towers are positioned, and this item can do that, that would be awesome.

So I agree, just put a disclaimer about the 2 uses of this item.

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 Post subject: Update to version v23!
PostPosted: Sun Apr 29, 2012 12:45 pm 
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The item has been updated to version v23!

Creator's reason for this update:

Found a cleaner way of doing this. :)
Tower jumping back to original position is no longer bound to the item, but rather to the buff that is placed - everything gets reset when the buff is removed (onCleanup). This also means that the relocation duration is now affected by buff duration.

-raised goldcost (item lvl 20 now)
-now checks for terrain height difference befoew teleporting.
-Moved tower reset code to buff's onCleanup event, so no more issues when the tower is upgraded/replaced/item dropped.

old version can be found here -> link

note that your item is still incredibly hacky, but the extra methods it needs are so specific that i doubt any other tower/item would ever use them :(
However if the moment arises when another tower/item uses similar code, then i'll add methods for it to the engine and this item can be updated also.

Someone please check code (from testing, it seems to work ;))


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 Post subject: Approved!
PostPosted: Tue May 01, 2012 10:08 am 
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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: Chrono Jumper (287)
PostPosted: Thu May 03, 2012 4:27 pm 
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Joined: Fri Jun 24, 2011 5:52 am
Posts: 129
If i use jumper and then use upgrade, tower will remain on target place.


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 Post subject: Re: Chrono Jumper (287)
PostPosted: Thu May 03, 2012 7:56 pm 
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axllow wrote:
If i use jumper and then use upgrade, tower will remain on target place.

I don't think this item is in the latest release, is it? It was revoked in October and the last version was released in December.

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 Post subject: Re: Chrono Jumper (287)
PostPosted: Fri May 04, 2012 3:34 am 
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@axllow, if you're referring to my update, it might just be an issue with the devkit testtowers. (they're a little different in the actual map).
Ofc, I'll test it again to make sure (i think i've even still got it on my todo list to test this item next time i compile a test release), but when the tower is upgraded, the cleanup events in the buff should fire, resetting the tower's position before the new tower is placed.

If it turns out my solution in fact does have this fatal flaw (which is entirely possible), we could consider making this a feature ('if you upgrade your tower during the shift, it'll forget it's old location and settle down in the new spot')

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


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 Post subject: Re: Chrono Jumper (287)
PostPosted: Fri May 04, 2012 9:09 am 
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To MasterCassim i mean lastest item v23.
To Glowackos i spent the most time to avoid this in early version :)


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 Post subject: Re: Chrono Jumper (287)
PostPosted: Fri May 04, 2012 12:45 pm 
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either way, i feel that setting the item as undroppable was a poor solution. (And as we saw, quite buggy)
i'll play around with it till it works :)

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


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 Post subject: Re: Chrono Jumper (287)
PostPosted: Mon May 14, 2012 1:49 am 
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works now (not in testmap yet)

Just needed to remove all buffs from the tower before removing the tower unit.

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


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