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Fragmentation Round by cedi
Name General Description
Fragmentation Round v4
2000
UNIQUE
General
Wave lvl: 53

Submission
By: cedi
Date:2014-02-21 17:33:02
Status:
IN THE MAP v1.05
ID:406
Last Update:2019-04-22 01:40:38
Description


Abilities
Fragmentation Round
On damage, the carrier of this item has a 40% chance to hit up to 2 other creeps within 500 range of the main target with fragments that deal 45% of the damage and cause hit creeps to take 40% more damage from further fragments and splash damage for the next 5 seconds.


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 Post subject: Fragmentation Round v4 (406)
PostPosted: Fri Feb 21, 2014 4:33 pm 
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This is the discussion thread for the item Fragmentation Round (406)

Creator's comments for this item:


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 Post subject: Re: Fragmentation Round v1 (406)
PostPosted: Sat Feb 22, 2014 11:13 pm 
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Joined: Wed May 09, 2012 1:30 pm
Posts: 478
Edn of the world is NIGH.


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 Post subject: Re: Fragmentation Round v1 (406)
PostPosted: Sun Feb 23, 2014 1:59 am 
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Joined: Wed Dec 29, 2010 12:20 pm
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Tooltip too long. Try:
Quote:
Basic attacks have a 20% chance to fragment on impact, hitting up to 2 other creeps in 500 range, dealing 25% of the damage. Creeps hit by a fragment take 20% more damage from further fragments or splash damage for the next 3 seconds.


Nice item description, but: edning -> ending

Code:
1) Shortening code a tidbit :3
private function onDamage takes Item itm returns nothing
   local Iterate I
   local Unit U
   local Unit Targ
   local integer i = 2
   
   if Event.isMainTarget() then
      set Targ = Event.getTarget()
      set I = Iterate.overUnitsInRangeOfUnit( itm.getCarrier(), TARGET_CREEPS, Targ, 500.0 )
       
      loop
         set U = I.next()
         exitwhen U == 0
         if U != Targ then
            set Projectile.createFromUnitToUnit( PT, itm.getCarrier(), 1.0, 1.0, Targ, U, true, false, true ).userReal = Event.damage
            set i = i - 1
               
            if i == 0 then
               call I.destroy()
               exitwhen true
            endif
         endif
      endloop
   endif
endfunction
2)That should be P.userReal, not B.userReal. Also, probs better to use buff's level in this if statement. Like this:
if B != 0 then
   set P.userReal = P.userReal * (1.20 + 0.008 * B.getLevel())
endif

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


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 Post subject: Update to version v2!
PostPosted: Sun Feb 23, 2014 10:59 am 
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Posts: 3006
The item has been updated to version v2!

Creator's reason for this update:

What glow said.


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 Post subject: Approved!
PostPosted: Sun Feb 23, 2014 12:51 pm 
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Posts: 4527
Location: Australia
This item has been approved!
It will be in the next version of YouTD!


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 Post subject: Re: Fragmentation Round v2 (406)
PostPosted: Thu Jun 05, 2014 4:19 pm 
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Joined: Fri Feb 07, 2014 3:58 pm
Posts: 37
I have a question about this item
What if a huntress use this item? Can this item be triggered 4 times in an attack since huntress's projectile bounce 4 times ?? Same question with a gatling gun that fire 4 projectiles in an attack and a forest range that multishot 4 units at ounce?


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 Post subject: Re: Fragmentation Round v2 (406)
PostPosted: Thu Jun 05, 2014 4:53 pm 
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Posts: 1906
hehehoho1 wrote:
What if a huntress use this item? Can this item be triggered 4 times in an attack since huntress's projectile bounce 4 times ?? Same question with a gatling gun that fire 4 projectiles in an attack and a forest range that multishot 4 units at once?

'No' to all of the above.

This item's ability will trigger only when dealing damage with a normal attack to the main target; I don't quite recall if bounces can bounce back, but if they can, huntress can trigger this more than once per attack, I suppose.

Gatling Gun's extra projectiles are not normal attacks; they are Projectiles and thus will not trigger onDamage events.


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 Post subject: Re: Fragmentation Round v2 (406)
PostPosted: Sun Feb 22, 2015 9:43 am 
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Need to cut 146 characters from this item's tooltip strings... What do?
(Each coloring produces 12 unseen characters that count for tooltip length)


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 Post subject: Update to version v3!
PostPosted: Thu Feb 26, 2015 10:53 am 
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The item has been updated to version v3!

Creator's reason for this update:

Tooltip length from 657 to below 511 characters. Removed level bonus and added it to base values (including unadvertised buff duration level bonus, but decreased it by one second for the heck of it). Had to remove description.


Original text:
Description
Using this in connection with an unbreakable material will cause potentially world-ending effects.

Fragmentation Round
Whenever the carrier of this item damages a creep with a normal attack he has a 20% chance to hit up to 2 other creeps within 500 range of the main target. The fragments deal 25% of the main attack ' s damage. Creeps hit by a fragment take 20% more damage from further fragments or splash damage for the next 3 seconds.

Level Bonus:
0.8% damage and chance


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 Post subject: Re: Fragmentation Round v3 (406)
PostPosted: Thu Apr 18, 2019 12:06 pm 
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Joined: Mon Oct 03, 2016 11:37 am
Posts: 7
function BT_DMG takes Buff B returns nothing
--> if Event.isMainTarget() == false and Event.isSpellDamage() == false then
set Event.damage = Event.damage * ( 1.40 )
endif
endfunction


I found DevKit says Event.isMainTarget() should be used in an OnDamage event but here is an OnDamaged event.
I think if the OnDamaged event is triggered by a "doAttackDamage" function, isMainTarget() may have an undefined behavior.


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 Post subject: Update to version v4!
PostPosted: Sun Apr 21, 2019 11:40 pm 
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Joined: Sat Jan 16, 2010 2:35 am
Posts: 1906
The item has been updated to version v4!

Creator's reason for this update:

Stopping the triggered attack damage events from proccing the extra damage with Event.isSpellTriggerDamage (which should probably be named .isTriggerDamage).


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 Post subject: Re: Fragmentation Round v4 (406)
PostPosted: Mon Apr 22, 2019 12:00 am 
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Posts: 1906
The documentation for isMainTarget() reflects the fact that the value it returns is only updated when damage is not triggered - so it's ok to use it in onDamaged if you also check that the damage is not triggered. I'll fix the documentation to say that (also adding a method Event.isTriggerDamage()) for the eventual update to the devKit.


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