Valor v1
3000
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ID: 262
Family ID:
Author: cedi
Rarity: unique
Element: iron
Attack Type: Energy
Attack Range: 800
Attack CD: 1.4
Damage: 1-1
Abil. Factor: 0.0
Status: Approved
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Valor's Light
Whenever a creep comes within 800 range of this tower it takes an initial 2000 spell damage per second and its movement speed is decreased by 30%. The damage and slow of this ability decay by 50% every second. Lasts 5 seconds. Level Bonus: +80 spell damage +1.2% slow
Last Line of Defense
Any creep passing this tower twice will take 1% more spell and attack damage for each tower within 400 range of this tower. This effect is goldcost adjusted, towers with a goldcost of 2500 provide the full bonus. Level Bonus: +0.08% spell and attack damage taken per tower
We Will Not Fall!
Increases the attack and spell damage of all towers in 400 range by 0.5% for each percent of lost lives. If the team has more than 100% lives, towers will deal less damage! Level Bonus: +0.02% more spell and attack damage |
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Toggle Triggers Header globals
//Dummy buff to count times the creep walked past.
BuffType Last_Line_Prob
//Real effect of the last line ability
BuffType Last_Line_Buff
//Buff Type for we will not fall
BuffType We_Will
//Valor's Light damage and slow
BuffType Valor
endglobals
//Periodic adjustment for the effect granted through we will not fall
//If this is buggy, it's glow's fault. :P
function We_WillAdjust takes Buff B returns nothing
local Unit U = B.getBuffedUnit()
local real newBonus = (100 - U.getOwner().getTeam().getLivesPercent()) / 100.0 * (0.5 + 0.02 * B.getCaster().getLevel())
local real delta = newBonus - B.userReal
if delta != 0 then
call U.modifyProperty(MOD_SPELL_DAMAGE_DEALT, delta)
call U.modifyProperty(MOD_DAMAGE_ADD_PERC, delta)
set B.userReal = newBonus
endif
endfunction
//Init for we will not fall
function We_WillInit takes Buff B returns nothing
set B.userReal = 0.00
call We_WillAdjust( B )
endfunction
//Cleanup for the we will not fall effect
function We_WillEnd takes Buff B returns nothing
local Unit U = B.getBuffedUnit()
call U.modifyProperty( MOD_SPELL_DAMAGE_DEALT, -B.userReal )
call U.modifyProperty( MOD_DAMAGE_ADD_PERC, -B.userReal )
endfunction
//Valor Buff damage and slow. First time should work now.
function ValorEffect takes Buff B returns nothing
local Unit U = B.getBuffedUnit()
if B.userInt == 0 then
//First time, only slow, flag being first
set B.userInt = 1
else
//additional times, decrease slow effect!
call B.setPower(B.getPower()/2)
endif
//Deal the right amount of damage
call B.getCaster().doSpellDamage( U, B.userReal, B.getCaster().calcSpellCritNoBonus() )
//Adjust the amount of damage dealt.
set B.userReal = B.userReal * 0.5
//Some sfx to pretty it up
call DestroyEffect( AddSpecialEffectTarget( "Abilities\\Spells\\Human\\Heal\\HealTarget.mdl", U.getUnit(), "origin" ) )
endfunction
//Do not remove or rename this function!
//Put your initialization tasks here, this function will be called on map init
private function init takes nothing returns nothing
local Modifier m = Modifier.create()
//Set up dummy. No icon, no effect
set Last_Line_Prob = BuffType.create( -1.0, 0.00, false ) //Dummy Buff, to count the times a unit entered
//Set up the buff and icon.
set Last_Line_Buff = BuffType.create( -1.0, 0.00, false ) //Real buff, adding the damage bonus.
call Last_Line_Buff.setBuffIcon( '@@0@@' )
//Set up for we will not fall
//Init and adjust are noew two parts to allow for initiation
set We_Will = BuffType.createAuraEffectType( true )
call We_Will.setBuffIcon( '@@1@@' )
call We_Will.addPeriodicEvent( We_WillAdjust, 15.0 )
call We_Will.addEventOnCreate( We_WillInit )
call We_Will.addEventOnCleanup( We_WillEnd )
//Valor's light, damage and slow
set Valor = BuffType.create( 5.0, 0.0, false )
call Valor.setBuffIcon( '@@2@@' )
//call Valor.addEventOnCreate( ValorEffect )
call Valor.addPeriodicEvent( ValorEffect, 1.0 )
call m.addModification(MOD_MOVESPEED,0,-0.001)
call Valor.setBuffModifier(m)
endfunction
On Tower Creation function onCreate takes Tower tower returns nothing
call SetUnitFacing( tower.getUnit(), 270.00 - 45.00 )
call SetUnitAnimationByIndex( tower.getUnit(), 5 )
call TriggerSleepAction( 0.3 )
call SetUnitTimeScale( tower.getUnit(), 0.0 )
endfunction
On Unit Comes In Range
UNITINRANGE_targetType: TARGET_TYPE_CREEPS
UNITINRANGE_range: 800
function onUnitInRange takes Tower tower returns nothing
local Unit U = Event.getTarget()
local Tower T
local Buff B
local Buff V
local real amount = 0
local Iterate I
//setup
set V = Valor.apply( tower, U, 300+12*tower.getLevel() )
set V.userReal = 2000.0 + 80.0 * tower.getLevel()
set V.userInt = 0
//call it myself to ensure that the setup has already run.
call ValorEffect( V )
set B = U.getBuffOfType( Last_Line_Prob )
//Second time walking past?
if B != 0 then
//Yes!
call B.removeBuff()
//Apply the last line buff. (Only visuals, effect is permanent, no cleanup required)
set B = Last_Line_Buff.apply( tower, U, tower.getLevel() )
set I = Iterate.overUnitsInRangeOfCaster( tower, TARGET_TOWERS, 400.0 )
//Calculate the amount of additional damage they should take.
loop
set T = I.next()
exitwhen T == 0
if T != tower then
set amount = amount + RMinBJ(I2R(T.getGoldcost()) / 2500.,1) * ( 0.01 + 0.0008 * tower.getLevel() )
endif
endloop
//Modify the damage they take.
call U.modifyProperty( MOD_SPELL_DAMAGE_RECEIVED, amount )
call U.modifyProperty( MOD_ATK_DAMAGE_RECEIVED, amount )
else
//No, check if it already has the last line buff
set B = U.getBuffOfType( Last_Line_Buff )
if B == 0 then
//No? Okay, let's add the dummy.
call Last_Line_Prob.apply( tower, U, 0 )
endif
endif
endfunction
Tower Aura
AURA_powerAdd: 1
AURA_auraEffect: We_Will
AURA_levelAdd: 1
AURA_power: 0
AURA_targetType: TARGET_TYPE_TOWERS
AURA_targetSelf: false
AURA_level: 0
AURA_auraRange: 400
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