New update, now there’s decimals for mana:
Update: “haste” and “rage” are now new abilities. “haste” is a speed boost, and “rage” is a damage boost.
Why is there so much score going around in frozen fortress? In other arenas the top player would have 10,000-12,000 but in frozen fortress it’s more like 15,000-19,000, why does this happen?
Great job! Keep going!
Thanks
And by the way, does frozen fortress end in april? or is that the date for the final arena version of frozen fortress?
Does anyone know an efficient way to use the abilities “rage” and “haste” efficiently? I can’t decide on which way is the best.
Hello i’m new in Frozen fortress
Does anyone knows how to use rage or haste properly?
Welcome to the forum @Sergio_Maynez! This is a family-friendly place where coders can share bugs, ask for help on any CodeCombat level (don’t forget to post your code correctly), or just hang out with other coders.
Have a great time!
This is how you can use rage/haste:
enemies = hero.findOppositeEnemies()
if len(enemies) > 0:
hero.ability("haste",enemies[0])
You can do the same thing for rage, to do this, replace “haste” with “rage”.
Lastly, remember to use hero.findOppositeEnemies()
otherwise, you are attacking yourself with rage and haste.
Sorry about that, there was an update:
According to my experience in the last league:
(1) You can modify your code until the end of the month. There will be a countdown display on the ladder page in the last few days.
(2) CoCo will run your code and battle with others in a hidden arena within the next 10 days. You’ll not be able to see the result until the day of 10th.
(3) The winner list will be based on the score from (2).
(4) The current arena is available for code updating at any time even after (1).
who can make me a perfact code or correct my code lol thx, right now my code is:
for i in range(8):
hero.ability("shockwave")
enemies = hero.findOpponentEnemies()
if len (enemies) > 0:
hero.ability("haste",enemies[0])
hero.ability("rage",enemies[0])
e = hero.findNearestEnemy()
hero.ability("shockwave")
enemies = hero.findOpponentEnemies()
if len (enemies) > 0:
hero.ability("haste",enemies[0])
hero.ability("rage",enemies[0])
if e and e.distanceTo(hero) < 15:
hero.ability("shockwave")
enemies = hero.findOpponentEnemies()
if len (enemies) > 0:
hero.ability("haste",enemies[0])
hero.ability("rage",enemies[0])
hero.build("farm", "a")
hero.ability("shockwave")
e = hero.findNearestEnemy()
hero.ability("shockwave")
if e and e.distanceTo(hero) < 15:
hero.ability("shockwave")
enemies = hero.findOpponentEnemies()
if len (enemies) > 0:
hero.ability("haste",enemies[0])
hero.ability("rage",enemies[0])
hero.build("farm", "b")
hero.ability("shockwave")
e = hero.findNearestEnemy()
hero.ability("shockwave")
if e and e.distanceTo(hero) < 15:
hero.ability("shockwave")
enemies = hero.findOpponentEnemies()
if len (enemies) > 0:
hero.ability("haste",enemies[0])
hero.ability("rage",enemies[0])
hero.build("ice", "c")
hero.ability("shockwave")
e = hero.findNearestEnemy()
hero.ability("shockwave")
if e and e.distanceTo(hero) < 15:
hero.ability("shockwave")
enemies = hero.findOpponentEnemies()
if len (enemies) > 0:
hero.ability("haste",enemies[0])
hero.ability("rage",enemies[0])
hero.build("farm", "d")
hero.ability("shockwave")
e = hero.findNearestEnemy()
hero.ability("shockwave")
if e and e.distanceTo(hero) < 15:
hero.ability("shockwave")
enemies = hero.findOpponentEnemies()
if len (enemies) > 0:
hero.ability("haste",enemies[0])
hero.ability("rage",enemies[0])
hero.build("farm", "e")
hero.ability("shockwave")
e = hero.findNearestEnemy()
hero.ability("shockwave")
if e and e.distanceTo(hero) < 15:
hero.ability("shockwave")
enemies = hero.findOpponentEnemies()
if len (enemies) > 0:
hero.ability("haste",enemies[0])
hero.ability("rage",enemies[0])
hero.build("farm", "f")
hero.ability("shockwave")
e = hero.findNearestEnemy()
hero.ability("shockwave")
if e and e.distanceTo(hero) < 15:
hero.ability("shockwave")
enemies = hero.findOpponentEnemies()
if len (enemies) > 0:
hero.ability("haste",enemies[0])
hero.ability("rage",enemies[0])
hero.build("farm", "g")
hero.ability("shockwave")
e = hero.findNearestEnemy()
hero.ability("shockwave")
if e and e.distanceTo(hero) < 15:
hero.ability("shockwave")
enemies = hero.findOpponentEnemies()
if len (enemies) > 0:
hero.ability("haste",enemies[0])
hero.ability("rage",enemies[0])
hero.build("farm", "h")
hero.ability("shockwave")
e = hero.findNearestEnemy()
hero.ability("shockwave")
if e and e.distanceTo(hero) < 15:
hero.ability("shockwave")
enemies = hero.findOpponentEnemies()
if len (enemies) > 0:
hero.ability("haste",enemies[0])
hero.ability("rage",enemies[0])
hero.sell("d")
for i in range(13):
e = hero.findNearestEnemy()
if e and e.distanceTo(hero) < 15:
hero.ability("shockwave")
hero.build("cannon", "d")
hero.sell("a")
for i in range(10):
hero.build("cannon", "a")
hero.sell("b")
for i in range(10):
hero.build("cannon", "b")
for i in range(5):
e = hero.findNearestEnemy()
if e and e.distanceTo(hero) < 20:
hero.ability("shockwave")
hero.build("cannon", "a")
hero.build("cannon", "b")
hero.build("ice", "c")
hero.build("cannon", "d")
hero.build("farm", "e")
hero.build("farm", "f")
hero.build("farm", "g")
hero.build("farm", "h")
hero.ability("shockwave")
hero.sell("e")
for i in range(10):
hero.build("cannon", "e")
hero.ability("shockwave")
hero.sell("f")
for i in range(10):
hero.build("cannon", "f")
hero.ability("shockwave")
hero.sell("g")
for i in range(10):
hero.build("ice", "g")
hero.ability("shockwave")
hero.sell("h")
for i in range(10):
hero.build("cannon", "h")
hero.ability("shockwave")
cycles = 0
while cycles < 5:
cycles += 1
hero.build("cannon", "a")
enemy = hero.findNearestEnemy()
if enemy and enemy.distanceTo(hero) < 20:
hero.ability("shockwave")
hero.build("cannon", "b")
enemy = hero.findNearestEnemy()
if enemy and enemy.distanceTo(hero) < 20:
hero.ability("shockwave")
hero.build("ice", "c")
enemy = hero.findNearestEnemy()
if enemy and enemy.distanceTo(hero) < 20:
hero.ability("shockwave")
hero.build("cannon", "d")
enemy = hero.findNearestEnemy()
if enemy and enemy.distanceTo(hero) < 20:
hero.ability("shockwave")
hero.build("cannon", "e")
enemy = hero.findNearestEnemy()
if enemy and enemy.distanceTo(hero) < 20:
hero.ability("shockwave")
hero.build("cannon", "f")
enemy = hero.findNearestEnemy()
if enemy and enemy.distanceTo(hero) < 20:
hero.ability("shockwave")
hero.build("ice", "g")
enemy = hero.findNearestEnemy()
if enemy and enemy.distanceTo(hero) < 20:
hero.ability("shockwave")
e = hero.findNearestOpponentEnemy()
if e:
hero.ability("haste", enemy)
hero.ability("rage", enemy)
hero.build("cannon", "h")
enemy = hero.findNearestEnemy()
if enemy and enemy.distanceTo(hero) < 20:
hero.ability("shockwave")
e = hero.findNearestOpponentEnemy()
if e:
hero.ability("haste", enemy)
hero.ability("rage", enemy)
while True:
hero.build("cannon", "a")
enemy = hero.findNearestEnemy()
if enemy and enemy.distanceTo(hero) < 20:
hero.ability("shockwave")
hero.build("cannon", "b")
enemy = hero.findNearestEnemy()
if enemy and enemy.distanceTo(hero) < 20:
hero.ability("shockwave")
hero.build("ice", "c")
enemy = hero.findNearestEnemy()
if enemy and enemy.distanceTo(hero) < 20:
hero.ability("shockwave")
hero.build("cannon", "d")
enemy = hero.findNearestEnemy()
if enemy and enemy.distanceTo(hero) < 20:
hero.ability("shockwave")
hero.build("cannon", "e")
enemy = hero.findNearestEnemy()
if enemy and enemy.distanceTo(hero) < 20:
hero.ability("shockwave")
hero.build("cannon", "f")
enemy = hero.findNearestEnemy()
if enemy and enemy.distanceTo(hero) <20:
hero.ability("shockwave")
hero.build("ice", "g")
enemy = hero.findNearestEnemy()
if enemy and enemy.distanceTo(hero) < 20:
hero.ability("shockwave")
hero.build("cannon", "h")
enemy = hero.findNearestEnemy()
if enemy and enemy.distanceTo(hero) < 20:
hero.ability("shockwave")
# hero.sell("d")
# hero.sell("f")
# hero.sell("b")
# hero.sell("e")
# hero.sell("g")
# while True:
# e = hero.findNearestEnemy()
# if e and e.distanceTo(hero) < 20:
# hero.ability("shockwave")
# e = hero.findNearestOpponentEnemy()
# if e:
# hero.ability("haste", enemy)
# hero.ability("rage", enemy)
# hero.build("archer", "a")
# hero.build("cannon", "b")
# hero.build("ice", "c")
# hero.build("archer", "d")
# hero.build("cannon", "e")
# hero.build("archer", "f")
# hero.build("ice", "g")
# hero.build("cannon", "h")
who can help me to make my code more better thx, y code rn is:
for i in range(8):
hero.ability("shockwave")
enemies = hero.findOpponentEnemies()
if len (enemies) > 0:
hero.ability("haste",enemies[0])
hero.ability("rage",enemies[0])
e = hero.findNearestEnemy()
hero.ability("shockwave")
enemies = hero.findOpponentEnemies()
if len (enemies) > 0:
hero.ability("haste",enemies[0])
hero.ability("rage",enemies[0])
if e and e.distanceTo(hero) < 15:
hero.ability("shockwave")
enemies = hero.findOpponentEnemies()
if len (enemies) > 0:
hero.ability("haste",enemies[0])
hero.ability("rage",enemies[0])
hero.build("farm", "a")
hero.ability("shockwave")
e = hero.findNearestEnemy()
hero.ability("shockwave")
if e and e.distanceTo(hero) < 15:
hero.ability("shockwave")
enemies = hero.findOpponentEnemies()
if len (enemies) > 0:
hero.ability("haste",enemies[0])
hero.ability("rage",enemies[0])
hero.build("farm", "b")
hero.ability("shockwave")
e = hero.findNearestEnemy()
hero.ability("shockwave")
if e and e.distanceTo(hero) < 15:
hero.ability("shockwave")
enemies = hero.findOpponentEnemies()
if len (enemies) > 0:
hero.ability("haste",enemies[0])
hero.ability("rage",enemies[0])
hero.build("ice", "c")
hero.ability("shockwave")
e = hero.findNearestEnemy()
hero.ability("shockwave")
if e and e.distanceTo(hero) < 15:
hero.ability("shockwave")
enemies = hero.findOpponentEnemies()
if len (enemies) > 0:
hero.ability("haste",enemies[0])
hero.ability("rage",enemies[0])
hero.build("farm", "d")
hero.ability("shockwave")
e = hero.findNearestEnemy()
hero.ability("shockwave")
if e and e.distanceTo(hero) < 15:
hero.ability("shockwave")
enemies = hero.findOpponentEnemies()
if len (enemies) > 0:
hero.ability("haste",enemies[0])
hero.ability("rage",enemies[0])
hero.build("farm", "e")
hero.ability("shockwave")
e = hero.findNearestEnemy()
hero.ability("shockwave")
if e and e.distanceTo(hero) < 15:
hero.ability("shockwave")
enemies = hero.findOpponentEnemies()
if len (enemies) > 0:
hero.ability("haste",enemies[0])
hero.ability("rage",enemies[0])
hero.build("farm", "f")
hero.ability("shockwave")
e = hero.findNearestEnemy()
hero.ability("shockwave")
if e and e.distanceTo(hero) < 15:
hero.ability("shockwave")
enemies = hero.findOpponentEnemies()
if len (enemies) > 0:
hero.ability("haste",enemies[0])
hero.ability("rage",enemies[0])
hero.build("farm", "g")
hero.ability("shockwave")
e = hero.findNearestEnemy()
hero.ability("shockwave")
if e and e.distanceTo(hero) < 15:
hero.ability("shockwave")
enemies = hero.findOpponentEnemies()
if len (enemies) > 0:
hero.ability("haste",enemies[0])
hero.ability("rage",enemies[0])
hero.build("farm", "h")
hero.ability("shockwave")
e = hero.findNearestEnemy()
hero.ability("shockwave")
if e and e.distanceTo(hero) < 15:
hero.ability("shockwave")
enemies = hero.findOpponentEnemies()
if len (enemies) > 0:
hero.ability("haste",enemies[0])
hero.ability("rage",enemies[0])
hero.sell("d")
for i in range(13):
e = hero.findNearestEnemy()
if e and e.distanceTo(hero) < 15:
hero.ability("shockwave")
hero.build("cannon", "d")
hero.sell("a")
for i in range(10):
hero.build("cannon", "a")
hero.sell("b")
for i in range(10):
hero.build("cannon", "b")
for i in range(5):
e = hero.findNearestEnemy()
if e and e.distanceTo(hero) < 20:
hero.ability("shockwave")
hero.build("cannon", "a")
hero.build("cannon", "b")
hero.build("ice", "c")
hero.build("cannon", "d")
hero.build("farm", "e")
hero.build("farm", "f")
hero.build("farm", "g")
hero.build("farm", "h")
hero.ability("shockwave")
hero.sell("e")
for i in range(10):
hero.build("cannon", "e")
hero.ability("shockwave")
hero.sell("f")
for i in range(10):
hero.build("cannon", "f")
hero.ability("shockwave")
hero.sell("g")
for i in range(10):
hero.build("ice", "g")
hero.ability("shockwave")
hero.sell("h")
for i in range(10):
hero.build("cannon", "h")
hero.ability("shockwave")
cycles = 0
while cycles < 5:
cycles += 1
hero.build("cannon", "a")
enemy = hero.findNearestEnemy()
if enemy and enemy.distanceTo(hero) < 20:
hero.ability("shockwave")
hero.build("cannon", "b")
enemy = hero.findNearestEnemy()
if enemy and enemy.distanceTo(hero) < 20:
hero.ability("shockwave")
hero.build("ice", "c")
enemy = hero.findNearestEnemy()
if enemy and enemy.distanceTo(hero) < 20:
hero.ability("shockwave")
hero.build("cannon", "d")
enemy = hero.findNearestEnemy()
if enemy and enemy.distanceTo(hero) < 20:
hero.ability("shockwave")
hero.build("cannon", "e")
enemy = hero.findNearestEnemy()
if enemy and enemy.distanceTo(hero) < 20:
hero.ability("shockwave")
hero.build("cannon", "f")
enemy = hero.findNearestEnemy()
if enemy and enemy.distanceTo(hero) < 20:
hero.ability("shockwave")
hero.build("ice", "g")
enemy = hero.findNearestEnemy()
if enemy and enemy.distanceTo(hero) < 20:
hero.ability("shockwave")
e = hero.findNearestOpponentEnemy()
if e:
hero.ability("haste", enemy)
hero.ability("rage", enemy)
hero.build("cannon", "h")
enemy = hero.findNearestEnemy()
if enemy and enemy.distanceTo(hero) < 20:
hero.ability("shockwave")
e = hero.findNearestOpponentEnemy()
if e:
hero.ability("haste", enemy)
hero.ability("rage", enemy)
while True:
hero.build("cannon", "a")
enemy = hero.findNearestEnemy()
if enemy and enemy.distanceTo(hero) < 20:
hero.ability("shockwave")
hero.build("cannon", "b")
enemy = hero.findNearestEnemy()
if enemy and enemy.distanceTo(hero) < 20:
hero.ability("shockwave")
hero.build("ice", "c")
enemy = hero.findNearestEnemy()
if enemy and enemy.distanceTo(hero) < 20:
hero.ability("shockwave")
hero.build("cannon", "d")
enemy = hero.findNearestEnemy()
if enemy and enemy.distanceTo(hero) < 20:
hero.ability("shockwave")
hero.build("cannon", "e")
enemy = hero.findNearestEnemy()
if enemy and enemy.distanceTo(hero) < 20:
hero.ability("shockwave")
hero.build("cannon", "f")
enemy = hero.findNearestEnemy()
if enemy and enemy.distanceTo(hero) <20:
hero.ability("shockwave")
hero.build("ice", "g")
enemy = hero.findNearestEnemy()
if enemy and enemy.distanceTo(hero) < 20:
hero.ability("shockwave")
hero.build("cannon", "h")
enemy = hero.findNearestEnemy()
if enemy and enemy.distanceTo(hero) < 20:
hero.ability("shockwave")
# hero.sell("d")
# hero.sell("f")
# hero.sell("b")
# hero.sell("e")
# hero.sell("g")
# while True:
# e = hero.findNearestEnemy()
# if e and e.distanceTo(hero) < 20:
# hero.ability("shockwave")
# e = hero.findNearestOpponentEnemy()
# if e:
# hero.ability("haste", enemy)
# hero.ability("rage", enemy)
# hero.build("archer", "a")
# hero.build("cannon", "b")
# hero.build("ice", "c")
# hero.build("archer", "d")
# hero.build("cannon", "e")
# hero.build("archer", "f")
# hero.build("ice", "g")
# hero.build("cannon", "h")
Welcome to the forum @_gabriel ! This is a family-friendly place where coders can share bugs, ask for help on any CodeCombat level (don’t forget to post your code correctly), or just hang out with other coders.
Have a great time!
Please don’t post your code out in the open like that, someone might copy it. If you need help just pm.
I’m not an expert, or that familiar with for loops. You might want to ask some experts on for loops like @Jason_king_lin .
Is there a exact date of frozen fortress ending?
I think it might be when April begins.
Wait, so the extended version of Frozen Fortress(or aka the final arena, honestly IDK) will begin in April?
I’m pretty sure the final arena starts in April, and ends near the end of April.