Little Phoenix v1
700
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ID: 147
Family ID:
Author: Der_kleine_Tomy
Rarity: rare
Element: fire
Attack Type: Elemental
Attack Range: 850
Attack CD: 2.5
Damage: 832-832
Status: Approved
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Specials:
+20% dmg to nature (+1%/lvl)
Eruption
When Phoenixfire expires, it erupts and deals 100 elemental damage per armor point the creep is missing in 200 range around its target. Additionally the target regains only 70% of its armor. Creeps further away recieve less damage. This ability can be cast to make Phoenixfire expire immediately. Level Bonus: -1% armor regain AC_TYPE_NOAC_IMMEDIATE 0, 0.0 range, 1.0s cooldown
Phoenixfire
The Little Phoenix attacks up to 2 targets at once. If there are less creeps than attacks, the remaining attacks will hit the main target. The armor of attacked creeps melts, reducing it by 0.5 for 5 seconds. This buff is stackable. Level Bonus: +0.01 armor reduction +1 target at level 15 |
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Toggle Triggers Autocast
AUTOCAST_cooldown: 1.0
AUTOCAST_autoRange: 0.0
AUTOCAST_manacost: 0
AUTOCAST_range: 0.0
AUTOCAST_targetType: 0
AUTOCAST_numBuffsBeforeIdle: 0
caster_art:
target_art:
AUTOCAST_autocastType: AC_TYPE_NOAC_IMMEDIATE
AUTOCAST_buffType: 0
AUTOCAST_isExtended: false
AUTOCAST_targetSelf: true
private function onAutocast takes Tower tower returns nothing
local Buff b
local Iterate it = Iterate.overUnitsInRangeOfCaster(tower, TARGET_TYPE_CREEPS, 3000.0)
local Unit u
loop
set u = it.next()
exitwhen u == 0
set b = u.getBuffOfType(tomy_PhoenixFireBuff)
if b != 0 then
call b.removeBuff()
endif
endloop
endfunction
Header globals
//@export
ProjectileType tomy_PhoenixPT
//@export
BuffType tomy_PhoenixFireBuff
boolean purged = false
endglobals
function tomy_PhoenixAttackHit takes Projectile p, Unit target returns nothing
local Tower tower = p.getCaster()
local Buff b = target.getBuffOfType(tomy_PhoenixFireBuff)
local integer familyMember = tower.userInt
local integer level = tower.getLevel()
local real armorLoss
if familyMember == 1 then
set armorLoss = 0.50 + 0.01 * level
elseif familyMember == 2 then
set armorLoss = 0.60 + 0.015 * level
elseif familyMember == 3 then
set armorLoss = 0.70 + 0.020 * level
endif
if b != 0 then
call tomy_PhoenixFireBuff.apply(tower, target, b.getPower() + R2I(armorLoss * 100.0))
else
call tomy_PhoenixFireBuff.apply(tower, target, R2I(armorLoss * 100.0))
endif
call tower.doAttackDamage(target,tower.getCurrentAttackDamageWithBonus(),tower.calcAttackMulticrit(0,0,0))
endfunction
function tomy_PhoenixFireBuffPurged takes Buff b returns nothing
set purged = true
endfunction
function tomy_PhoenixFireBuffExpired takes Buff b returns nothing
local integer power = b.getPower()
local Unit target = b.getBuffedUnit()
local Tower tower = b.getCaster()
local integer level = tower.getLevel()
local integer familyMember = tower.userInt
local real damagePerPower // 100 power = -1.00 armor
local real armorRegainFactor
local real damageMultiplier = tower.getCurrentAttackDamageWithBonus() / tower.getBaseDamage()
if familyMember == 1 then
set damagePerPower = 1.0
set armorRegainFactor = 0.70 - 0.01 * level
elseif familyMember == 2 then
set damagePerPower = 2.6
set armorRegainFactor = 0.60 - 0.015 * level
elseif familyMember == 3 then
set damagePerPower = 4.4
set armorRegainFactor = 0.50 - 0.020 * level
endif
if not purged then
set damagePerPower = damagePerPower * damageMultiplier
call tower.doAttackDamageAoEUnit(target, 200.0 , power * damagePerPower, tower.calcAttackMulticrit(0,0,0),0.5)
call SFXAtUnit("Abilities\\Spells\\Other\\Incinerate\\FireLordDeathExplode.mdl", target.getUnit())
endif
call target.modifyProperty(MOD_ARMOR, -power / 100.0 * (1 - armorRegainFactor))
set purged = false
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()
call m.addModification(MOD_ARMOR,0,-0.01)
set tomy_PhoenixPT = ProjectileType.createInterpolate("Abilities\\Weapons\\PhoenixMissile\\Phoenix_Missile.mdl",800)
call tomy_PhoenixPT.setEventOnInterpolationFinished(ProjectileTargetEvent.tomy_PhoenixAttackHit)
set tomy_PhoenixFireBuff = BuffType.create(5.0,0,false)
call tomy_PhoenixFireBuff.setBuffIcon('@@0@@')
call tomy_PhoenixFireBuff.setBuffModifier(m)
call tomy_PhoenixFireBuff.addEventOnCleanup(EventHandler.tomy_PhoenixFireBuffExpired)
call tomy_PhoenixFireBuff.setEventOnPurge(EventHandler.tomy_PhoenixFireBuffPurged)
endfunction
On Attack
ONATTACK_chance: 1.0
ONATTACK_chanceLevelAdd: 0.0
function onAttack takes Tower tower returns nothing
local integer attacks = 1
local boolean add = false
local Unit maintarget = Event.getTarget()
local Unit target
local Iterate it = Iterate.overUnitsInRangeOfUnit(tower,TARGET_TYPE_CREEPS,maintarget,450)
local real sidearc = 0.20
local boolean itDestroyed = false
if tower.getLevel() >= 15 then
set attacks = attacks + 1
endif
loop
exitwhen attacks == 0 // Exit when all attacks are fired
// If the Iterate is not destroyed, get the next target
if not itDestroyed then
set target = it.next()
// If there are no more targets
if target == 0 then
set itDestroyed = true // Iterate is destroyed (auto destroy)
set target = maintarget // target is the maintarget now
endif
endif
// If there are no more units, shoot at the maintarget (itDestroyed). If there are units then don't shoot at the maintarget
if itDestroyed or target != maintarget then
call Projectile.createBezierInterpolationFromUnitToUnit(tomy_PhoenixPT,tower,0,0,tower,target,0,sidearc,0,true).setScale(0.40)
set attacks = attacks - 1
set sidearc = -sidearc
if add then
set sidearc = sidearc + 0.20
endif
set add = not add
endif
endloop
// If the Iterate is not destroyed yet, destroy it
if not itDestroyed then
call it.destroy()
endif
endfunction
On Damage
ONDAMAGE_chance: 1.0
ONDAMAGE_chanceLevelAdd: 0.0
function onDamage takes Tower tower returns nothing
local Unit target = Event.getTarget()
local Buff b = target.getBuffOfType(tomy_PhoenixFireBuff)
local integer level = tower.getLevel()
local real armorLoss = 0.50 + 0.01 * level
if b != 0 then
call tomy_PhoenixFireBuff.apply(tower, target, b.getPower() + R2I(armorLoss * 100.0))
else
call tomy_PhoenixFireBuff.apply(tower, target, R2I(armorLoss * 100.0))
endif
endfunction
On Tower Creation function onCreate takes Tower tower returns nothing
set tower.userInt = 1 // Save the family member (1 = first member)
set tower.userInt2 = 0 // Used to save the buff (double linked list)
call AddUnitAnimationProperties(tower.getUnit(), "stand alternate", false)
endfunction
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Phoenix v1
1650
|
ID: 148
Family ID:
Author: Der_kleine_Tomy
Rarity: rare
Element: fire
Attack Type: Elemental
Attack Range: 850
Attack CD: 2.5
Damage: 1307-1307
Status: Approved
|
Description: A phoenix which can burn more than 1 target with its attacks.
Specials:
+20% dmg to nature (+1%/lvl)
Eruption
When Phoenixfire expires, it erupts and deals 260 elemental damage per armor point the creep is missing in 200 range around its target. Additionally the target regains only 60% of its armor. Creeps further away recieve less damage. This ability can be cast to make Phoenixfire expire immediately. Level Bonus: -1.5% armor regain AC_TYPE_NOAC_IMMEDIATE 0, 0.0 range, 1.0s cooldown
Phoenixfire
The Phoenix attacks up to 3 targets at once. If there are less creeps than attacks, the remaining attacks will hit the main target. The armor of attacked creeps melts, reducing it by 0.6 for 5 seconds. This buff is stackable. Level Bonus: +0.015 armor reduction +1 target at level 15 |
Download
Toggle Triggers Autocast
caster_art:
AUTOCAST_cooldown: 1.0
AUTOCAST_numBuffsBeforeIdle: 0
AUTOCAST_isExtended: false
AUTOCAST_autocastType: AC_TYPE_NOAC_IMMEDIATE
AUTOCAST_manacost: 0
AUTOCAST_range: 0.0
AUTOCAST_buffType: 0
AUTOCAST_targetSelf: true
AUTOCAST_targetType: 0
target_art:
AUTOCAST_autoRange: 0.0
private function onAutocast takes Tower tower returns nothing
local Buff b
local Iterate it = Iterate.overUnitsInRangeOfCaster(tower, TARGET_TYPE_CREEPS, 3000.0)
local Unit u
loop
set u = it.next()
exitwhen u == 0
set b = u.getBuffOfType(tomy_PhoenixFireBuff)
if b != 0 then
call b.removeBuff()
endif
endloop
endfunction
Header globals
//@import
ProjectileType tomy_PhoenixPT
//@import
BuffType tomy_PhoenixFireBuff
endglobals
//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
endfunction
On Attack
ONATTACK_chance: 1.0
ONATTACK_chanceLevelAdd: 0.0
function onAttack takes Tower tower returns nothing
local integer attacks = 2
local boolean add = false
local Unit maintarget = Event.getTarget()
local Unit target
local Iterate it = Iterate.overUnitsInRangeOfUnit(tower,TARGET_TYPE_CREEPS,maintarget,450)
local real sidearc = 0.20
local boolean itDestroyed = false
if tower.getLevel() >= 15 then
set attacks = attacks + 1
endif
loop
exitwhen attacks == 0 // Exit when all attacks are fired
// If the Iterate is not destroyed, get the next target
if not itDestroyed then
set target = it.next()
// If there are no more targets
if target == 0 then
set itDestroyed = true // Iterate is destroyed (auto destroy)
set target = maintarget // target is the maintarget now
endif
endif
// If there are no more units, shoot at the maintarget (itDestroyed). If there are units then don't shoot at the maintarget
if itDestroyed or target != maintarget then
call Projectile.createBezierInterpolationFromUnitToUnit(tomy_PhoenixPT,tower,0,0,tower,target,0,sidearc,0,true).setScale(0.40)
set attacks = attacks - 1
set sidearc = -sidearc
if add then
set sidearc = sidearc + 0.20
endif
set add = not add
endif
endloop
// If the Iterate is not destroyed yet, destroy it
if not itDestroyed then
call it.destroy()
endif
endfunction
On Damage
ONDAMAGE_chance: 1.0
ONDAMAGE_chanceLevelAdd: 0.0
function onDamage takes Tower tower returns nothing
local Unit target = Event.getTarget()
local Buff b = target.getBuffOfType(tomy_PhoenixFireBuff)
local integer level = tower.getLevel()
local real armorLoss = 0.60 + 0.015 * level
if b != 0 then
call tomy_PhoenixFireBuff.apply(tower, target, b.getPower() + R2I(armorLoss * 100.0))
else
call tomy_PhoenixFireBuff.apply(tower, target, R2I(armorLoss * 100.0))
endif
endfunction
On Tower Creation function onCreate takes Tower tower returns nothing
set tower.userInt = 2 // Save the family member (1 = first member)
set tower.userInt2 = 0 // Used to save the buff (double linked list)
call AddUnitAnimationProperties(tower.getUnit(), "stand alternate", false)
endfunction
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Mighty Phoenix v1
2800
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ID: 149
Family ID:
Author: Der_kleine_Tomy
Rarity: rare
Element: fire
Attack Type: Elemental
Attack Range: 850
Attack CD: 2.5
Damage: 1659-1659
Status: Approved
|
Description: A mighty phoenix which can burn more than 1 target with its attacks.
Specials:
+20% dmg to nature (+1%/lvl)
Eruption
When Phoenixfire expires, it erupts and deals 440 elemental damage per armor point the creep is missing in 200 range around its target. Additionally the target regains only 50% of its armor. Creeps further away recieve less damage. This ability can be cast to make Phoenixfire expire immediately. Level Bonus: -2% armor regain AC_TYPE_NOAC_IMMEDIATE 0, 0.0 range, 1s cooldown
Phoenixfire
The Mighty Phoenix attacks up to 4 targets at once. If there are less creeps than attacks, the remaining attacks will hit the main target. The armor of attacked creeps melts, reducing it by 0.7 for 5 seconds. This buff is stackable. Level Bonus: +0.02 armor reduction +1 target at level 15 |
Download
Toggle Triggers Autocast
caster_art:
AUTOCAST_cooldown: 1
AUTOCAST_numBuffsBeforeIdle: 0
AUTOCAST_isExtended: false
AUTOCAST_autocastType: AC_TYPE_NOAC_IMMEDIATE
AUTOCAST_manacost: 0
AUTOCAST_range: 0.0
AUTOCAST_buffType: 0
AUTOCAST_targetSelf: true
AUTOCAST_targetType: 0
target_art:
AUTOCAST_autoRange: 0.0
private function onAutocast takes Tower tower returns nothing
local Buff b
local Iterate it = Iterate.overUnitsInRangeOfCaster(tower, TARGET_TYPE_CREEPS, 3000.0)
local Unit u
loop
set u = it.next()
exitwhen u == 0
set b = u.getBuffOfType(tomy_PhoenixFireBuff)
if b != 0 then
call b.removeBuff()
endif
endloop
endfunction
Header globals
//@import
ProjectileType tomy_PhoenixPT
//@import
BuffType tomy_PhoenixFireBuff
endglobals
//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
endfunction
On Attack
ONATTACK_chance: 1.0
ONATTACK_chanceLevelAdd: 0.0
function onAttack takes Tower tower returns nothing
local integer attacks = 3
local boolean add = false
local Unit maintarget = Event.getTarget()
local Unit target
local Iterate it = Iterate.overUnitsInRangeOfUnit(tower,TARGET_TYPE_CREEPS,maintarget,450)
local real sidearc = 0.20
local boolean itDestroyed = false
if tower.getLevel() >= 15 then
set attacks = attacks + 1
endif
loop
exitwhen attacks == 0 // Exit when all attacks are fired
// If the Iterate is not destroyed, get the next target
if not itDestroyed then
set target = it.next()
// If there are no more targets
if target == 0 then
set itDestroyed = true // Iterate is destroyed (auto destroy)
set target = maintarget // target is the maintarget now
endif
endif
// If there are no more units, shoot at the maintarget (itDestroyed). If there are units then don't shoot at the maintarget
if itDestroyed or target != maintarget then
call Projectile.createBezierInterpolationFromUnitToUnit(tomy_PhoenixPT,tower,0,0,tower,target,0,sidearc,0,true).setScale(0.40)
set attacks = attacks - 1
set sidearc = -sidearc
if add then
set sidearc = sidearc + 0.20
endif
set add = not add
endif
endloop
// If the Iterate is not destroyed yet, destroy it
if not itDestroyed then
call it.destroy()
endif
endfunction
On Damage
ONDAMAGE_chance: 1.0
ONDAMAGE_chanceLevelAdd: 0.0
function onDamage takes Tower tower returns nothing
local Unit target = Event.getTarget()
local Buff b = target.getBuffOfType(tomy_PhoenixFireBuff)
local integer level = tower.getLevel()
local real armorLoss = 0.70 + 0.02 * level
if b != 0 then
call tomy_PhoenixFireBuff.apply(tower, target, b.getPower() + R2I(armorLoss * 100.0))
else
call tomy_PhoenixFireBuff.apply(tower, target, R2I(armorLoss * 100.0))
endif
endfunction
On Tower Creation function onCreate takes Tower tower returns nothing
set tower.userInt = 3 // Save the family member (1 = first member)
set tower.userInt2 = 0 // Used to save the buff (double linked list)
call AddUnitAnimationProperties(tower.getUnit(), "stand alternate", false)
endfunction
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Description: