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Ruined Wind Tower by SirCoqaLot.
Name General Description
1, 2
Ruined Wind Tower v8
4000i
400
General
Element:storm
Rarity:uncommon
Goldcost:400
Wave lvl:20
Ele. lvl:3
Family:Ruined Wind Tower

Submission
By: SirCoqaLot.
Date:2011-10-16 23:38:14
Status:
IN THE MAP v1.05
ID:1450
Last Update:2014-03-07 11:41:55
Combat
DPS:488
Type:Physical
Targets:0
Range:1000
Cooldown:2.8
Damage:1343 - 1393
Abil factor:1.1
Description
Strange tower that rejects some items.

Abilities
Rejection
This tower drops all except Common items on attack.


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Discussion

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 Post subject: Ruined Wind Tower v8 (1450)
PostPosted: Sun Oct 16, 2011 9:38 pm 
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Location: Langenfeld Germany
This is the discussion thread for the tower Ruined Storm Tower (1450)

Creator's comments for this tower:

another storm carrytype tower

needs methots itm.getRarity() and itm.drop()


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 Post subject: Re: Ruined Storm Tower (1450)
PostPosted: Thu May 31, 2012 1:54 pm 
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getRarity does exist now, but don't know if it is possible to force drop an item without wrecking the system.

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 Post subject: Re: Ruined Storm Tower (1450)
PostPosted: Fri Jun 01, 2012 12:47 am 
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still on my todo :x

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 Post subject: Re: Ruined Storm Tower (1450)
PostPosted: Tue Oct 30, 2012 8:20 am 
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hey GUESS WHAT?!?
finally added Item.drop() :)
also added Tower.getHeldItem(itemPos), where itemPos is a value from 1-6. Please use those instead of the raw vjass comands.

e: also, your current code will crash the map cause you haven't initialised i. :3

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 Post subject: Update to version v2!
PostPosted: Sun Mar 02, 2014 9:21 am 
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The tower has been updated to version v2!

Creator's reason for this update:

updated with new methods and initiated i ... stupid me :)

when i try to use
if tower.getHeldItem(i).getRarity() != COMMON then

instead of
if tower.getHeldItem(i).getRarity() != 0 then
i get an error saying undeclared variable COMMON though.
Does anyone have any ideas about that ?


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 Post subject: Re: Ruined Storm Tower v2 (1450)
PostPosted: Sun Mar 02, 2014 10:03 am 
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Try Rarity.COMMON
   struct Rarity
        static constant integer COMMON = 0
        static constant integer UNCOMMON = 1
        static constant integer RARE = 2
        static constant integer UNIQUE = 3
    endstruct


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 Post subject: Update to version v3!
PostPosted: Sun Mar 02, 2014 10:27 am 
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The tower has been updated to version v3!

Creator's reason for this update:

now works thanks


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 Post subject: Update to version v4!
PostPosted: Mon Mar 03, 2014 10:14 am 
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The tower has been updated to version v4!

Creator's reason for this update:

changed attacktype because right now storm is seriously lacking physical damage later in the game except zealot.


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 Post subject: Update to version v5!
PostPosted: Mon Mar 03, 2014 11:05 am 
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The tower has been updated to version v5!

Creator's reason for this update:

family


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 Post subject: Re: Ruined Wind Tower v5 (1450)
PostPosted: Mon Mar 03, 2014 12:46 pm 
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Interesting idea with making each member support only a different rarity.

However:
1) You should be checking if there is an item in the slot, before you check its rarity.
2) You should save .getHeldItem() into a local Item variable, rather than call it multiple times, to save computing power. (You even made a local Item variable already, but you don't use it)
3) Please indent code. Even though there's not much there, it really slows down readability.
4) Increment i lol.

Suggested solution:
function OnAttack takes Tower tower returns nothing
   local Item Itm
   local integer i = 1
   loop exitwhen i > 6
      set itm = tower.getHeldItem(i)
      if itm != 0 and itm.getRarity() != Rarity.COMMON then
         call itm.drop()
      endif
      set i = i + 1
   endloop
endfunction

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 Post subject: Update to version v6!
PostPosted: Mon Mar 03, 2014 4:39 pm 
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The tower has been updated to version v6!

Creator's reason for this update:

changed to what glow suggested


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 Post subject: Re: Ruined Wind Tower v6 (1450)
PostPosted: Tue Mar 04, 2014 9:08 am 
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tested. Models look nice, but they're really hard to click. Maybe use the blank .mdl?
Also, you get a build animation going for members 2, 3 and 4.

I don't remember how, but there's a way to avoid it. I think you should get rid of it, because creates tons of brown dust around the tower while it's 'constructing' one of the doodads.

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 Post subject: Re: Ruined Wind Tower v6 (1450)
PostPosted: Thu Mar 06, 2014 11:11 am 
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does anyone know how to make doodads advanced i did not find that till now. I would like to finish the family today.

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 Post subject: Re: Ruined Wind Tower v6 (1450)
PostPosted: Thu Mar 06, 2014 11:30 am 
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http://www.eeve.org/YouTD/viewresource. ... ion#p59903

I don't know myself, but I think mOck explains what to do there.

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Incremental Testmap Stub & Tower Creation Map


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 Post subject: Update to version v7!
PostPosted: Thu Mar 06, 2014 7:08 pm 
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The tower has been updated to version v7!

Creator's reason for this update:

now with advanced doodads and whole family with ".mdl" as base. Anything else to fix/ do ?


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