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 Post subject: Bugreports: Tower Injection Script
PostPosted: Mon Jun 08, 2009 6:57 pm 
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If GMSI throws an error upon parsing your tower and you are sure that your tower is valid, post it here. If the script messes up your tower in the test map, post that also here.

-> old / fixed bugs #1


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 Post subject: Re: Bugreports: Tower Injection Script
PostPosted: Mon Feb 22, 2010 5:59 pm 
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geX wrote:
Note for me:
ALL BUGS BEFORE THIS POST CONSIDERED!


Did you fix debuff duration and DPS bugs with items?


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 Post subject: Re: Bugreports: Tower Injection Script
PostPosted: Mon Feb 22, 2010 6:14 pm 
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boekie wrote:
Did you fix debuff duration and DPS bugs with items?


Assuming you're talking about the implicit cast error and the bugged cost for debuff duration, these can be fixed by changing 2 lines in itemBalance.gsl:

modBalance["MOD_DEBUFF_DURATION"] = 3000.0;

to
modBalance["MOD_DEBUFF_DURATION"] = -3000.0;


and
goldcost += tte.base + (int)(tte.add * itemLvlAddBalanceFactor);

to
goldcost += (int)tte.base + (int)(tte.add * itemLvlAddBalanceFactor);

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 Post subject: Re: Bugreports: Tower Injection Script
PostPosted: Mon Feb 22, 2010 6:39 pm 
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thx but gex has to fix it anyway :-D


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 Post subject: Re: Bugreports: Tower Injection Script
PostPosted: Tue Mar 02, 2010 9:49 pm 
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There is a bug in the dmg calculation for bouncing towers:

A normal 150 gold uncommon tower deals 168.464 dps.
But if i add bonuce (4 targets; -15% per bounce) it results in 199.335 avg dps

The 199.335 dps are cacluated the following way
Cooldown: 1.0 / Attack Dmg: 86.219
1st hit: 86.219
2nd hit: 73.286 *
3rd hit: 62.293 *
4th hit: 52.949 *
Total: 274.746
*) Will only be dealt in mass/normal/air waves. So this damage is only dealt in 3/5 of all waves.
So we have: (86.219 x 2/5) + (274.746 x 3/5) = 199.335 avg dps


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 Post subject: Re: Bugreports: Tower Injection Script
PostPosted: Tue Mar 02, 2010 10:23 pm 
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Natac wrote:
There is a bug in the dmg calculation for bouncing towers:

A normal 150 gold uncommon tower deals 168.464 dps.
But if i add bonuce (4 targets; -15% per bounce) it results in 199.335 avg dps

The 199.335 dps are cacluated the following way
Cooldown: 1.0 / Attack Dmg: 86.219
1st hit: 86.219
2nd hit: 73.286 *
3rd hit: 62.293 *
4th hit: 52.949 *
Total: 274.746
*) Will only be dealt in mass/normal/air waves. So this damage is only dealt in 3/5 of all waves.
So we have: (86.219 x 2/5) + (274.746 x 3/5) = 199.335 avg dps


A 150 gold uncommon tower with 1 sec cooldown, 800 range, 1 abil factor deals 158 damage so 158 DPS.

A 150 gold uncommon tower with 1 sec cooldown, 800 range, 1 abil factor & 4 bounce/15% loss factor deals 81 damage so:

1secCD
Hit#1: 81
Hit#2: 68.85
Hit#3: 58.5225
Hit#4: 49.744125
So: (81 * 2/5) + (258.116625 * 3/5) / 1.0 = 154.869 avg DPS.


OR

1.4secCD
Hit#1: 121
Hit#2: 102.85
Hit#3: 87.4225
Hit#4: 74.309125
So: (121 * 2/5) + (385.581625 * 3/5) / 1.4 = 165.249 avg DPS.


??

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 Post subject: Re: Bugreports: Tower Injection Script
PostPosted: Tue Mar 02, 2010 10:55 pm 
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1st step: Use a calculator to confirm your results!
2nd step: Think about dead creeps!
3rd step: Think about ranges!
4th step: Think about challenges!
5th step: Try to find as many overpowered bouncing towers as possible!


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 Post subject: Re: Bugreports: Tower Injection Script
PostPosted: Wed Mar 03, 2010 11:00 am 
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tolleder wrote:
1st step: Use a calculator to confirm your results!
2nd step: Think about dead creeps!
3rd step: Think about ranges!
4th step: Think about challenges!
5th step: Try to find as many overpowered bouncing towers as possible!
What do u exactly want to tell us?

Afar from that i dont like the manner of ur post.


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 Post subject: Re: Bugreports: Tower Injection Script
PostPosted: Wed Mar 03, 2010 6:20 pm 
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tolleder wrote:
1st step: Use a calculator to confirm your results!

Quote:
(121 * 2/5) + (385.581625 * 3/5) / 1.4 = 165.249

(121 * 2/5) + (385.581625 * 3/5) / 1.4=213.649
((121 * 2/5) + (385.581625 * 3/5)) / 1.4=199.571
Quote:
2nd step: Think about dead creeps!

Normally (sometimes it can cause of the bad Wc3 engine) a bouncing attack should not be able to hit the same creep twice. That means if there are less than n creeps alive, it will deal less damage.
Quote:
3rd step: Think about ranges!

You completely ignore ranges! What if the projectile can not bounce, because the next target is out of range?
Quote:
4th step: Think about challenges!

There are mass challenges (not just boss challenges)=>The fraction of multi enemy waves is around 3/4 (in addition not all wave types have the same chance to occur)
Quote:
5th step: Try to find as many overpowered bouncing towers as possible!

It is a bad idea to say something is imba, if all towers using it are too weak. The only tower with bouncing attack which might be too strong is Green Dragon Roost, but not cause of the bouncing attack, but cause of the aura.


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 Post subject: Re: Bugreports: Tower Injection Script
PostPosted: Wed Mar 03, 2010 7:20 pm 
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tolleder wrote:
Quote:
4th step: Think about challenges!

There are mass challenges (not just boss challenges)=>The fraction of multi enemy waves is around 3/4 (in addition not all wave types have the same chance to occur)


But there is one more boss challenge than mass challenge.

What are the chances for wave types to occur?

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 Post subject: Re: Bugreports: Tower Injection Script
PostPosted: Wed Mar 03, 2010 8:43 pm 
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Boss Challenge: 0.0625
Mass Challenge: 0.0625
Boss: 0.175
Air: 0.13125
Mass: 0.091875
Mass+1 Champion: 0.039375
Normal: 0.1859375
Normal+1 Champion: 0.13125
Normal+2 Champions: 0.0875
Normal+3 Champions: 0.0328125
(no max level considered=>it is a little bit off for full mode)


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 Post subject: Re: Bugreports: Tower Injection Script
PostPosted: Sun Feb 06, 2011 11:46 pm 
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If you have more then 3 spells and a stats changee or more then 4 spells and no stats change ( triger tooltipp ) the tower will crash the game. Because GMSI doesn't use the y0. It just uses negativ numbers ( for example y1, x-1) end that crashes the game if you click on such a tower.

pls fix that.

cedi

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 Post subject: Re: Bugreports: Tower Injection Script
PostPosted: Sat Feb 19, 2011 7:56 am 
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cedi wrote:
If you have more then 3 spells and a stats changee or more then 4 spells and no stats change ( triger tooltipp ) the tower will crash the game. Because GMSI doesn't use the y0. It just uses negativ numbers ( for example y1, x-1) end that crashes the game if you click on such a tower.

pls fix that.

cedi


Letting passives spill over more than one row would be messy imo and could cause problems with item actives. And top row is already reserved.
I can chuck an 'if' there to abort the parsing and return a fail saying 'too many icons!', however I'm afraid you'll just have to make less passives, or combine them =\

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 Post subject: Re: Bugreports: Tower Injection Script
PostPosted: Wed Nov 02, 2011 6:45 am 
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I tried making an uncommon item with the following modifications, nothing else:

MOD_DAMAGE_ADD_PERC base: 0.20 add: 0.08 //Damage % of the tower (0.01 == 1% damage)

MOD_EXP_RECEIVED base: -0.2 add: 0.0 //Increases exp gained by the tower on a percentage base (0.01 = 1% bonus exp)
MOD_BOUNTY_RECEIVED base: -0.2 add: 0.0 //Increases bounty gained by the tower on a percentage base (0.01 = 1% bonus bounty)

The GMSI script halts execution with an error stating gold cost is 4946 (which is obv too high) !!! The utilities jar computes goldcost for this at 212....

Shall i re-download devkit and try?


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 Post subject: Re: Bugreports: Tower Injection Script
PostPosted: Wed Nov 02, 2011 8:11 am 
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i rather think your script is correct. The item has +180% damage on lvl 25 which is obviously totally overpowered.


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