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Clockwork Leak Catcher by Chronos

The icon is already used by 2 towers:

Robotic Commander  Robotic Soldier 

Name General Description
1, 2
Clockwork Leak Catcher v5
1000i
100
General
Element:iron
Rarity:common
Goldcost:100
Wave lvl:5
Ele. lvl:0

Submission
By: Chronos
Date:2011-09-15 15:55:18
Status: PENDING
ID:1296
Last Update:2012-06-07 17:25:49
Combat
DPS:145
Type:Physical
Targets:0
Range:800
Cooldown:1.2
Damage:165 - 184
Abil factor:1.4
Description
A short-lived tower adept at catching leaks. !WARNING: TEMPORARY!

Abilities
Clockwork
When this tower is created, it costs an additional amount of gold that grows exponentially based on wave number. Starts at 0 gold at wave 0 and increases up to a maximum of 4240 at wave 80. For every point of gold spent in this way, this tower gains 1.4 DPS. This tower has no other family members.
Dismantle
After 300 seconds this tower has been in play, it is automatically sold and you gain gold equal to 75% of the bonus amount spent when creating this tower and all towers you own split this 75% tower ' s experience.

Status:
PENDING: This tower is not yet accepted. Users comments to this tower:
Base damage is modified now. Reduced gold and experience returns to 75%.

1, 2
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Discussion

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 Post subject: Clockwork Leak Catcher v5 (1296)
PostPosted: Thu Sep 15, 2011 1:55 pm 
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Joined: Mon Aug 17, 2009 9:21 am
Posts: 609
This is the discussion thread for the tower Clockwork Leak Catcher (1296)

Creator's comments for this tower:

Unique concept tower.

Anyone can provide me with the goldcost/level constants so I can fix my formulae?

EDIT: RemoveUnit(tower) doesn't work correctly with onDestruction, I request a tower.remove method :P


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 Post subject: Re: Clockwork Leak Catcher (1296)
PostPosted: Thu Sep 15, 2011 2:00 pm 
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Joined: Mon Jul 27, 2009 6:12 pm
Posts: 1961
Location: Netherlands
I like the concept, however I forsee difficulties when players don't have the amount of gold at a certain wave to build this tower. How will you handle that? Not provide the bonus?

And I think 60 seconds is a bit short for the dismantle thing, increase it to 5 mins or so.


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 Post subject: Re: Clockwork Leak Catcher (1296)
PostPosted: Thu Sep 15, 2011 2:05 pm 
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Joined: Mon Aug 17, 2009 9:21 am
Posts: 609
The tower will use all the gold up to the maximum amount per wave. If it has less than that, it will use less.


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 Post subject: Re: Clockwork Leak Catcher (1296)
PostPosted: Thu Sep 15, 2011 2:08 pm 
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Joined: Wed Dec 29, 2010 12:20 pm
Posts: 2894
Location: Australia
1) why not make the periodic 60 secs instead of counting with userints? But yeah, maybe let it last a bit longer than a minute..
2) RemoveUnit(u) won't kill the struct. Isn't there a function in the api to sell kill towers? (If not, lemme know and i'll put adding one into my todo list)

_________________
Goldcost to waveLevel & elementLevel relationship
Incremental Testmap Stub & Tower Creation Map


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 Post subject: Re: Clockwork Leak Catcher (1296)
PostPosted: Thu Sep 15, 2011 2:10 pm 
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Joined: Mon Aug 17, 2009 9:21 am
Posts: 609
1) In order to update the multiboard, which shows remaining time.
2) Where is the sell function?
3) Can you give me the constants for the goldcost/level or tell me where I can find it in the testmap_stub.


Last edited by Chronos on Thu Sep 15, 2011 2:13 pm, edited 1 time in total.

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 Post subject: Re: Clockwork Leak Catcher (1296)
PostPosted: Thu Sep 15, 2011 2:11 pm 
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Joined: Wed Dec 29, 2010 12:20 pm
Posts: 2894
Location: Australia
ah kk.

use the script in my sig.

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Goldcost to waveLevel & elementLevel relationship
Incremental Testmap Stub & Tower Creation Map


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 Post subject: Update to version v2!
PostPosted: Thu Sep 15, 2011 3:39 pm 
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Joined: Mon Aug 17, 2009 9:21 am
Posts: 609
The tower has been updated to version v2!

Creator's reason for this update:

Updated everything :D


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 Post subject: Re: Clockwork Leak Catcher (1296)
PostPosted: Thu Sep 15, 2011 3:44 pm 
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Joined: Fri Jul 21, 2006 11:31 pm
Posts: 4690
Location: Munich, Germany / Sydney, Australia
maybe it should be common. People will be quite annoyed if they get only these instead of traps & co.


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 Post subject: Re: Clockwork Leak Catcher (1296)
PostPosted: Thu Sep 15, 2011 3:47 pm 
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Joined: Mon Aug 17, 2009 9:21 am
Posts: 609
Okay, will update soon. What about balance?


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 Post subject: Re: Clockwork Leak Catcher (1296)
PostPosted: Thu Sep 15, 2011 3:49 pm 
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And maybe add a big WARNING! TEMPORARY in the description. And maybe show the tremaining time in small floating textes when it reaches 15 seconds. So you are really warned.

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 Post subject: Re: Clockwork Leak Catcher (1296)
PostPosted: Thu Sep 15, 2011 4:06 pm 
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cedi wrote:
And maybe add a big WARNING! TEMPORARY in the description. And maybe show the tremaining time in small floating textes when it reaches 15 seconds. So you are really warned.

Lulz, I already imagine the scenarios:
- Time 0:00 : L33t_H4X0R has joined the game
- Time 2:00 : L33t_H4X0R: Wtf, where is my tower. Kiddymap, you all suck!
- Time 2:10 : L33t_H4X0R has left the game


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 Post subject: Re: Clockwork Leak Catcher (1296)
PostPosted: Thu Sep 15, 2011 4:40 pm 
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maybe make it 71 gold so there is no way you can get it in the begining.

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 Post subject: Update to version v3!
PostPosted: Thu Sep 15, 2011 7:37 pm 
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Joined: Mon Aug 17, 2009 9:21 am
Posts: 609
The tower has been updated to version v3!

Creator's reason for this update:

Updated code, now common, lasts longer.


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 Post subject: Re: Clockwork Leak Catcher (1296)
PostPosted: Fri Sep 16, 2011 4:00 pm 
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Joined: Fri Jun 24, 2011 5:52 am
Posts: 107
Method in Tower struct in testmap.
call tower.sell()//apply sell buff
call tower.sell()//sell tower


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 Post subject: Re: Clockwork Leak Catcher (1296)
PostPosted: Fri Sep 16, 2011 4:54 pm 
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Joined: Mon Aug 17, 2009 9:21 am
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That helps, thanks :)


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