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Astral Rift by mOck

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Caller of Storm 

Name General Description
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Astral Rift v29
30000i
3000
General
Element:astral
Rarity:unique
Goldcost:3000
Wave lvl:66
Ele. lvl:13

Submission
By: mOck
Date:2011-06-28 01:09:32
Status:
IN THE MAP v1.01
ID:1183
Last Update:2014-02-22 02:01:29
Combat
DPS:1434
Type:Energy
Targets:0
Range:750
Cooldown:1.5
Damage:2151 - 2151
Abil factor:0.35

Magic
Mana: 180
Regeneration:2.5/s
Description
A powerful vortex with the ability to move things through space itself.

Abilities
Spacial Rift
Whenever this tower damages a creep it has a 10% chance to move that creep back by 175 units. Upon triggering there is a further 15% chance that all creeps in 175 AoE of the target will also be moved back 175 units. Costs 30 mana. Chance is halved for bosses. The original target and creeps around it will get startled and become slowed by 30% for 2 seconds in a 250 AoE.

Level Bonus:
+0.4% chance to move creep
+1 units moved
+1 slow and unit move AoE
+1% slow
Presence of the Rift
The Astral Rift ' s presence is so powerful that it damages creeps equal to 200% of their movement speed every second in an area of 750.

Level Bonus:
+16% damage increase


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 Post subject: Astral Rift v29 (1183)
PostPosted: Mon Jun 27, 2011 11:09 pm 
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This is the discussion thread for the tower Astral Rift (1183)

Creator's comments for this tower:

unique astral tower with unique ability and a helpful aura. Made this tower cause it just kinda came to me. Just wanted to see what yall think of it


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 Post subject: Re: Astral Rift (1183)
PostPosted: Mon Jun 27, 2011 11:48 pm 
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Looks nice, I'd build one.
The thing with moving backwards is a bit tricky in my opinion. Bashlock is ok, but teleport-lock would be a completely new matter. Bosses, under certain conditions and items, would be the easiest kill, since they would be repeatedly sent back. Perhaps a limit of how many times a creep can be sent back can be set?

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 Post subject: Re: Astral Rift (1183)
PostPosted: Tue Jun 28, 2011 12:11 am 
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150/175 distance is really not as far as you think it is(remember that both 150/175 is considered melee attack distance). Although iw as thinking about halving chance against bosses

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 Post subject: Update to version v2!
PostPosted: Tue Jun 28, 2011 1:00 am 
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The tower has been updated to version v2!

Creator's reason for this update:

half chance to work for bosses. Also fixed code a bit(was doing -150+level bonus isntead of -150-level bonus)


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 Post subject: Update to version v3!
PostPosted: Tue Jun 28, 2011 1:06 am 
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The tower has been updated to version v3!

Creator's reason for this update:

had -1 debuff duration intead of -.1 in the modification(bah silly mistake)


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 Post subject: Re: Astral Rift (1183)
PostPosted: Tue Jun 28, 2011 6:50 am 
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leaky locationsss...
if you use pretty much anything other than a local real/int or struct, you need to dispose of it after use. gta RemoveLoc() then set it equal to null. Best if you just use x & y separately, much safer.

also, this idea is very similar to timevault

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 Post subject: Re: Astral Rift (1183)
PostPosted: Tue Jun 28, 2011 7:25 am 
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Eh similarities: Both move units, both have auras
differences: Timevault is delayed movement meening it could move a unit back foward with enough attack speed., different aura numbers. Also Timevaults movements are normally over great regions anywehre between on average 900 units or at max 1566 units. This is more like a better bash i guess you could say.

But if you really want me to change ability i am sure i can think o something

As for coding ive gotten some new ideas to make it so it wont need local locations(just gonna be awhile since im about to go to sleep)

edit: did not notice this unitl now, but both have same abil factor(i find timevault stronger then this tower ability wise so next update will probably have a higher abil factor(but not a much bigger one).

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 Post subject: Update to version v4!
PostPosted: Tue Jun 28, 2011 8:50 am 
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The tower has been updated to version v4!

Creator's reason for this update:

Changed stun to aoe slow in hopes to make the ability more unique. raised abil factor slightly.If any suggestions to make code shorter/more efficient feel free to suggest it
Have not gotten to test this update due to the fact I am sleeping right after i post this.


edit: note to self : forgot to change the slow buff to 'b001' and fix the code around it


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 Post subject: Re: Astral Rift (1183)
PostPosted: Tue Jun 28, 2011 11:19 am 
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Location: Germany
local Creep target = Event.getTarget()
local unit creep = target.getUnit()
local real x = GetUnitX(creep)
local real y = GetUnitY(creep)
local real facing = GetUnitFacing(creep) - 180
// Replace [distance]
local real newX = x + [distance] * Cos(facing * bj_DEGTORAD)
local real newY = y + [distance] * Sin(facing * bj_DEGTORAD)
local Iterate it
local location loc = Location(x, y)
local location newLoc = Location(newX, newY)

if GetLocationZ(loc) == GetLocationZ(newLoc) then
    if (target.getSize() < SIZE_BOSS and tower.calcChance(0.10)) or (target.getSize() >= SIZE_BOSS and tower.calcChance(0.05) then // in your code you have 0.5 = 50%
    set it = Iterate.overUnitsInRangeOfUnit(tower, TARGET_TYPE_CREEPS, target, 150.0 + level) // No need to use I2R()
    call SetUnitX(creep, newX)
    call SetUnitY(creep, newY)
    loop
        set target = it.next()
        exitwhen target == 0
        call mOck_AstralRift_Slow.apply(tower, target, level)
    endloop
endif

call RemoveLocation(loc)
call RemoveLocation(newLoc)
set loc = null
set newLoc = null


How can I use the syntax highlighting?

@ below:
Hmm I can't change it.
It's code=jass not vJass :)

Edit: Made a mistake in the code.


Last edited by der_kleine_Tomy on Wed Jun 29, 2011 10:41 am, edited 6 times in total.

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 Post subject: Re: Astral Rift (1183)
PostPosted: Tue Jun 28, 2011 12:01 pm 
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You can use:

[code=vJass]<Code>[/code]

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 Post subject: Re: Astral Rift (1183)
PostPosted: Tue Jun 28, 2011 12:52 pm 
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^ is there any diffence between code=jass and code=vJass?

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 Post subject: Re: Astral Rift (1183)
PostPosted: Tue Jun 28, 2011 1:40 pm 
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I think the aura does not really fit well with the first ability, maybe something more original on a unique tower?


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 Post subject: Update to version v5!
PostPosted: Tue Jun 28, 2011 6:21 pm 
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The tower has been updated to version v5!

Creator's reason for this update:

Improved code(thanks tomy). Fixed a few things here and there. Next I will work on aura becomingmore unique. This update is more or less to make sure coding is all correct.


edit: atm startled does not have a effect because the exclamation point did not work. nothing in the extras folder seems to work including the extra icons.


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 Post subject: Re: Astral Rift (1183)
PostPosted: Tue Jun 28, 2011 7:02 pm 
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auraidea whats with every x seconds each creep receives damage equal to the distance to the point where it has been x seconds before ?

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 Post subject: Re: Astral Rift (1183)
PostPosted: Tue Jun 28, 2011 7:35 pm 
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love the idea except its counter productive since it moves a unit back a unit could moves forward 175 units then gets moved back 175 units and damage would be equal to 0 because unit is in the same place.

Instead i could make it a aura that deals damage equal to the unit moved(almost same thing as you suggest, but it is slightly different i sware)

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