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 Post subject: API Requests
PostPosted: Mon Aug 03, 2009 12:03 pm 
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I open a new topic on geX's request where all the requests will be stored. Don't spam in here : )

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Can we get a tower method which returns the real attack damage? It would be a nice addition to the new physical damage dealing functions. [...]

set damage = (tt.damage + t.attackMods[Unit.ATKMODS_DAMAGE_BASE]) * (1.0+t.attackMods[Unit.ATKMODS_DAMAGE_BASE_PERC])
set damage = (damage + t.attackMods[Unit.ATKMODS_DAMAGE_ADD]) * (1.0+t.attackMods[Unit.ATKMODS_DAMAGE_ADD_PERC])

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 Post subject: Re: API Requests
PostPosted: Mon Aug 03, 2009 12:38 pm 
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I wanna have a Playor/Team.getKills() method. Could become a cool base for some freaky abilities. ;) (This family should use the team-kills first, but the current version is also okay i think...)


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 Post subject: Re: API Requests
PostPosted: Sun Sep 27, 2009 3:06 am 
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Could you add a Unit method that returns the element category that is most effective against the unit's armor type?

I can't see anything that does this, and as it is, to find out what element is best against a creep you'd have to loop through each category doing getDamageFromCategory(element).

It would be cool if you had some global that has the highest damaging element for each armor type and the method just pulled the values from it.

So... something like: method getBestElementVsArmor takes integer armorType returns integer

Maybe even make a more generliased method and pass it a second integer telling it what the nth best element for that armor type is.

If there's already something like that let me know :-)


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 Post subject: Re: API Requests
PostPosted: Sun Sep 27, 2009 7:52 am 
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TopBanana wrote:
Could you add a Unit method that returns the element category that is most effective against the unit's armor type?

I can't see anything that does this, and as it is, to find out what element is best against a creep you'd have to loop through each category doing getDamageFromCategory(element).

It would be cool if you had some global that has the highest damaging element for each armor type and the method just pulled the values from it.

So... something like: method getBestElementVsArmor takes integer armorType returns integer

Maybe even make a more generliased method and pass it a second integer telling it what the nth best element for that armor type is.

If there's already something like that let me know :-)

getDamageFromCategory(element) normally returns 1.0 for each element, except the unit has a special buff that altered its resistances. However, no such thing exists in the current version, all elements deal the same amount of damage to every creep (of course modified by attack type and armor, but not by element). So such a function would be kinda useless.


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 Post subject: Re: API Requests
PostPosted: Sun Sep 27, 2009 9:14 am 
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Sorry I got mixed up by attack type and element when I wrote the post.

What I actually wanted was something that takes an armor type and returns the index of the <attack> type that deals the most damage to the given armor type.


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 Post subject: Re: API Requests
PostPosted: Sun Sep 27, 2009 12:47 pm 
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well what do you want this attack index for? There is no function that takes this attack type index and does something reasonable with it.


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 Post subject: Re: API Requests
PostPosted: Sun Sep 27, 2009 11:20 pm 
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yeah when i was looking into all this i confused element with attack type so the methods i thought i could use, i can't

so first of all there'd need to be a getAttackType()

next i wanted a version of this that worked with attack type instead of element:

getDamageFromCategory(element)

so you can pass it an attack type and it'll be return a % value of how much damage that attack does to the unit's armor type

then if you also had the method that could return the most (or nth) effective attack type against a certain armor type (or the unit's)

with all this, as an example:
you could find out how much damage % the tower has against the target creep's armor type and you may only want an item to proc when you towers attack type is doing under 100% damage to that armor type or maybe you want to make an item that makes your tower treat Hel armor as if your attack type was the most effective against it at all times.

if you have to go out of your way to do it it's probably not worth it though, but i can see it being useful for cool items


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 Post subject: Re: API Requests
PostPosted: Thu Oct 01, 2009 6:35 pm 
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I need a method like this. getInterpolateTargetX / Y / Z.

getHomingTarget()

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 Post subject: Re: API Requests
PostPosted: Thu Dec 03, 2009 2:45 pm 
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^! push

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 Post subject: Re: API Requests
PostPosted: Sun Dec 06, 2009 4:27 pm 
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Game.getGameTime() can return negative numbers (at least in the test engine). The comment should state this since you would expect elapsed time to only be positive. Also it would be nice to know if this function takes into account pausing the game and un-pausing it.


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 Post subject: Re: API Requests
PostPosted: Fri Dec 18, 2009 2:10 pm 
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i would like to have a method .getBaseDps to prevent silly bugs .... or simply to make coding easier ...

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 Post subject: Re: API Requests
PostPosted: Wed Dec 30, 2009 3:15 pm 
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I would like a method that apllies a buff on multiple creeps so i don't have to use those iterates anymore.

Something like:

buff.applyAoEUnit(caster,unitcenter,range,...)


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 Post subject: Re: API Requests
PostPosted: Wed Dec 30, 2009 5:50 pm 
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A method completely pausing projectiles(removing them from the projectile event loop) could increase performance in some cases.


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 Post subject: Re: API Requests
PostPosted: Sun Jan 03, 2010 12:10 pm 
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An event reaction for buffs whenever they're applied could be useful.

Example: method setEventOnApply takes EventHandler be returns nothing

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 Post subject: Re: API Requests
PostPosted: Sun Jan 03, 2010 1:07 pm 
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Majildian wrote:
An event reaction for buffs whenever they're applied could be useful.

Example: method setEventOnApply takes EventHandler be returns nothing

You have an onCreate, onUpdate and onRefresh function. If you want a function to run always when you execute apply, just call it whenever you call apply.


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