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Rocket Ship by mOck
Name General Description
1, 2
Rocket Ship v23
40000i
4000
General
Element:iron
Rarity:unique
Goldcost:4000
Wave lvl:77
Ele. lvl:15

Submission
By: mOck
Date:2011-06-19 02:32:59
Status: PENDING
ID:1901
Last Update:2018-10-20 06:37:50
Combat
DPS:2514
Type:Decay
Targets:0
Range:1000
Cooldown:2
Damage:5010 - 5049
Abil factor:0.53

Magic
Mana: 30
Regeneration:0/s
Description
To Infinity and Beyond!

Abilities
Crew Members
The Rocket Ship ' s mana is counted as crew members. A new crew member is recruited every 10 seconds and existing ones are checked. Each crew member grants 0.5% attack speed and trigger chance.

Level Bonus:
+1 crew member gained at level 15 and 25
Release Probe
On damage the Rocket Ship has a 10% chance to release a probe at the cost of 5 crew members. The probe attacks every 0.5 seconds and deals 8% of the tower ' s attackdamage for 3 seconds. Damage is Physical. The probes are shoddily made and 33% of them explode dealing Decay damage up to 50% of the tower ' s attackdamage. Upon a safe return 4 crew members make it back.

Level Bonus:
+0.32% probe attackdamage
+0.4% probe release chance
Recruit
The Rocket Ship can recruit 3 more crew members for the cost of [wave level * 3] gold

Active ability:
Range: 0
Upgrade
For the cost of 1000 gold the rocket ship can upgrade itself in various ways. 10 upgrades and 500 cost increase.
First upgrade, Explosive Rockets, grants 8% of attack damage as Elemental damage in a 150 AoE on damage
Second upgrade, Stronger Fuel, makes probe explosions deal 25% increased damage
Third upgrade, Hastier Crew, improves crew bonus by 0.25%
Fourth upgrade improves Explosive Rockets by 8%
Fifth upgrade improves the seatbelts of probes
Sixth upgrade improves Stronger Fuel by 25%
Seventh upgrade improves Hastier Crew by 0.25%
Eighth upgrade improves Explosive Rockets by 8%
Ninth upgrade improves Explosive Rockets AoE by 150
Tenth upgrade doubles probe damage

Active ability:
Range: 0
Specials
+1 mana/lvl

Status:
PENDING: This tower is not yet accepted. Users comments to this tower:
quick little tooltip change. still got things to fix up and clean up etc.

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Discussion

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 Post subject: Rocket Ship v23 (1901)
PostPosted: Mon May 09, 2016 6:41 am 
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This is the discussion thread for the tower update Rocket Ship (1901).
This tower is an update to Rocket Ship v14 (id:1177)

Creator's comments for this update:

please?

it worked praise the lord

just place holding ideas will add more to tower later


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 Post subject: Update to version v16!
PostPosted: Tue May 10, 2016 2:04 am 
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The tower has been updated to version v16!

Creator's reason for this update:

test map isnt saving correctly so i guess maybe i did something wrong somewhere? uploading to see if someone else can find something


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 Post subject: Re: Rocket Ship v16 (1901)
PostPosted: Tue May 10, 2016 3:34 am 
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Saves fine by me --- we did make changes to the GMSI scripts and testmap recently (at least, added anim.dmgtpt to Tower.Create()), so maybe that's why? Old injection script, new testmap_stub?


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 Post subject: Re: Rocket Ship v16 (1901)
PostPosted: Tue May 10, 2016 3:40 am 
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hmm must be ill try to redownload some stuff

I was getting some weird multiboard error

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 Post subject: Re: Rocket Ship v16 (1901)
PostPosted: Tue May 10, 2016 5:33 am 
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Run in debug mode. That's caused by a single line that's not designed as 'debug' when it should be, so it necessitates running in debug mode (is so in current devKit, so redownloading won't help).

Ps. Try pressing Esc while testing to see what that multiboard is.

+Also, Glow might've fixed that in the testmap_stub on his signature, can't recall.


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 Post subject: Re: Rocket Ship v16 (1901)
PostPosted: Tue May 10, 2016 6:30 am 
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lol so downloaded glows test map stub changed that out etc.
Got an error that popped up on a line saying to use debugmode or something lol

Put it on debug mode then got an error on the towerType_create method saying not enough arguments passed to function

no multiboard error atleast

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 Post subject: Re: Rocket Ship v16 (1901)
PostPosted: Tue May 10, 2016 6:38 am 
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That then is caused by new testmap_stub vs. old injection script not injecting anim.dmgpt to Tower.create(,,,,,); new testmap_stub's Tower.Create requiring anim.dmgpt passed to it.

=D I wonder if the devKit has an up-to-date injection script. Maybe not; I think we posted the injection script on the forums sometime.

e: I did, but it was a dropboxlink https://dl.dropboxusercontent.com/u/214 ... tTower.gsl
--- I might've deleted the file. At work atm, and they block dropbox so I can't check.


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 Post subject: Re: Rocket Ship v16 (1901)
PostPosted: Tue May 10, 2016 6:46 am 
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not deleted ill check it out and edit this comment for update

e: replaced the inject script and everything is working perfectly now thanks deemzul :D

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 Post subject: Re: Rocket Ship v16 (1901)
PostPosted: Tue May 10, 2016 7:03 am 
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Took a read of the tooltips - and the probe that returns with 4 of 5 crew members better end up visually dropping a crew member at some point or I'll be gravely disappointed.


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 Post subject: Update to version v17!
PostPosted: Tue May 10, 2016 10:20 pm 
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The tower has been updated to version v17!

Creator's reason for this update:

cleaned up some code, added some things, still more to come

For some reason the sfx isn't appearing so IDK about that


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 Post subject: Re: Rocket Ship v17 (1901)
PostPosted: Wed May 11, 2016 5:35 am 
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Is there a reason why you're disregarding almost all the Projectile/ProjectileType API? This 'everything in onDamage' -approach strikes me as error prone and inaccurate.


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 Post subject: Update to version v18!
PostPosted: Wed May 11, 2016 7:23 am 
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The tower has been updated to version v18!

Creator's reason for this update:

making deemzypie a little happier.
not to sure how to make the other parts into nice little projectile functions, but ohwell

sfx still not appearing


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 Post subject: Re: Rocket Ship v18 (1901)
PostPosted: Wed May 11, 2016 7:54 am 
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One way would be to move most of the code to the projectile pediodic and use an .userInt to keep track of the time and with "if p.userInt == 6" and so on execute different parts of the code. Pretty much, if you really wanted to make me happy, you'd get rid of all the TriggerSleepActions.

e: I'll check the SFX thingy when I get home.


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 Post subject: Re: Rocket Ship v18 (1901)
PostPosted: Wed May 11, 2016 2:58 pm 
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Well, I see an effect --- I mean this; call Effect.createSimple("Abilities\\Spells\\Other\\Doom\\DoomDeath.mdl",p.x,p.y)

but why does the website say: Objects\\Spawnmodels\\Human\\FragmentationShards\\FragBoomSpawn.mdl


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 Post subject: Re: Rocket Ship v18 (1901)
PostPosted: Wed May 11, 2016 7:54 pm 
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You must have messed up the test or something idk, It was once doomdeath, but if that was appearing for you and not me then im gonna assume the sfx is appearing correctly also, because doomdeath wasn't appearing for me either back when it was that(then i realized i should be using sfx not effect).
I just dont get why it doesn't want to appear on my screen, so it'll be up to you to tell me if it looks ok lol at the finished product.

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