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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: Re: Chrono Jumper (287)
PostPosted: Mon May 14, 2012 4:15 am 
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Glowackos wrote:
works now (not in testmap yet)

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


Awesome! I love this item already.


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 Post subject: Re: Chrono Jumper (287)
PostPosted: Sat Jun 02, 2012 7:13 am 
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Joined: Fri Jun 24, 2011 5:52 am
Posts: 121
Perhaps change
GetTerrainCliffLevel(toX,toY) != GetTerrainCliffLevel(fromX,fromY)

to
GetTerrainCliffLevel(toX,toY) less than GetTerrainCliffLevel(fromX,fromY)
?
Or user numbers like 5 and 6.


Last edited by axllow on Sat Jun 02, 2012 7:42 am, edited 2 times in total.

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 Post subject: Re: Chrono Jumper (287)
PostPosted: Sat Jun 02, 2012 7:30 am 
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sorry was there supposed to be a lessthan/greater than sign there?
webste doesn't like those signs and often deletes them :3

umm yeah i guess. I'll see what checks the map itself uses and perhaps we could mimic that here (i'd make a custom method for it ofc)

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 Post subject: Re: Chrono Jumper (287)
PostPosted: Mon Sep 24, 2012 8:47 pm 
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Posts: 86
teleport duration increased by buff duration? i would guess so?

love this item, but had an annoying bug earlier on, using it from lvl 40 to 120++ or something on the tower Tidewater Stream. after one of the jumps the wave the tower shoots suddenly wasnt shooting from where the tower was, but from further down, so it seemed to missed the enemies. also to mention it wasnt from a position i was jumping to, just somehow not from where the tower was stationed (no replay etc sadly, hope it is understandable with bad english :/)


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 Post subject: Re: Chrono Jumper (287)
PostPosted: Tue Sep 25, 2012 4:51 am 
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yep, tower gets shifted back when buff expires.

The glitch you saw may have been the projectile system and not this item, will check it out.

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 Post subject: Re: Chrono Jumper (287)
PostPosted: Tue Sep 25, 2012 8:36 pm 
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yea haha thats obvious, i meant if the tower has 150% buff duration, tower stays longer at the teleported place? :D


missiles came from there:

xxxxx
xxTxx
xxxxM

T is the tower obviously and M is where the missiles/waves came from


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 Post subject: Re: Chrono Jumper (287)
PostPosted: Wed Sep 26, 2012 2:51 am 
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well yes, if buffduration increases the length of the buff, then tower will stay in the teleported position for longer.

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 Post subject: Update to version v24!
PostPosted: Wed Aug 14, 2013 1:32 pm 
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The item has been updated to version v24!

Creator's reason for this update:

Finally got around to updating the map to support this item *slightly* more than before.
Now uses the function isPointBuildableForPlayer() rather than having to perform all the buildability checks manually.

This also means that this tower will now be able to jump to that last bit of build area (the last ledge of defence), where it couldn't before. :)


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 Post subject: Update to version v25!
PostPosted: Sat Sep 21, 2013 11:36 am 
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The item has been updated to version v25!

Creator's reason for this update:

Fix for unit-based towers.


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 Post subject: Re: Chrono Jumper v25 (287)
PostPosted: Mon Nov 04, 2013 2:48 pm 
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I love this item it is so fun to play with.

Congrats on making one of the best items in the game axllow. Chrono Jumper has saved my life so many times.


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 Post subject: Re: Update to version v24!
PostPosted: Thu Nov 28, 2013 9:58 am 
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Glowackos wrote:
[color=#40FF00][b]
This also means that this tower will now be able to jump to that last bit of build area (the last ledge of defence), where it couldn't before. :)


Are you sure that it can? didnt work for me


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 Post subject: Re: Update to version v24!
PostPosted: Thu Nov 28, 2013 10:53 am 
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luty wrote:
Glowackos wrote:
[color=#40FF00][b]
This also means that this tower will now be able to jump to that last bit of build area (the last ledge of defence), where it couldn't before. :)


Are you sure that it can? didnt work for me

Well i did test it in the main map and it worked, but ofc there's a chance i did something silly after testing. Did you make sure to jump to the half of the ledge on which you're allowed to build? (rather than the half beloning to the adjacent player)

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 Post subject: Re: Chrono Jumper v25 (287)
PostPosted: Thu Nov 28, 2013 11:16 am 
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I think so, i will try again if i manage to get it in one of my games :)


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 Post subject: Re: Chrono Jumper v25 (287)
PostPosted: Tue Dec 03, 2013 4:17 am 
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Joined: Fri Mar 30, 2012 1:19 am
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Please do not let this item to go on cooldown if tower failed to teleport (too close to the edge for example).

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 Post subject: Re: Chrono Jumper v25 (287)
PostPosted: Tue Dec 03, 2013 6:12 am 
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I'm afraid that isn't doable without bypassing the whole autocast engine.

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