Glowing Solar Orb v1
40
|
ID: 385
Family ID:
Author: MasterCassim
Rarity: common
Element: astral
Attack Type: Energy
Attack Range: 850
Attack CD: 1.3
Damage: 40-40
Status: Approved
|
Specials:
Splash attack: 125 AoE: 45% damage 225 AoE: 15% damage +15% dmg to undead
Afterglow
The Orb has a 5% chance to reduce armor of units it damages by 2 for 5 seconds. This chance is doubled for bosses. Level Bonus: +0.6% chance +0.25 seconds duration |
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Toggle Triggers Header globals
//@export
BuffType cassimArmor
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
local Modifier armor=Modifier.create()
call armor.addModification(MOD_ARMOR,0,-1)
set cassimArmor=BuffType.create(0,0,false) //apply custom timed
call cassimArmor.setBuffIcon('@@0@@')
call cassimArmor.setBuffModifier(armor)
call cassimArmor.setStackingGroup("astral_armor")
endfunction
On Damage
ONDAMAGE_chance: 1.0
ONDAMAGE_chanceLevelAdd: 0
function onDamage takes Tower tower returns nothing
local integer lvl = tower.getLevel()
local Creep creep = Event.getTarget()
local real sizeFactor = 1.0
if creep.getSize() == SIZE_BOSS then
set sizeFactor = 2.0
endif
if(tower.calcChance((0.05+lvl*0.006)*sizeFactor)) then
call cassimArmor.applyCustomTimed(tower,creep,2,5+lvl*0.25)
endif
endfunction
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Glaring Solar Orb v1
250
|
ID: 389
Family ID:
Author: MasterCassim
Rarity: common
Element: astral
Attack Type: Energy
Attack Range: 850
Attack CD: 1.3
Damage: 242-242
Status: Approved
|
Description: The blazing light of the sun makes its targets glow, especially undead ones.
Specials:
Splash attack: 125 AoE: 45% damage 225 AoE: 20% damage +15% dmg to undead
Afterglow
The Orb has a 5% chance to reduce armor of units it damages by 3 for 5 seconds. This chance is doubled for bosses. Level Bonus: +0.6% chance +0.25 seconds duration |
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Toggle Triggers Header globals
//@import
BuffType cassimArmor
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 Damage
ONDAMAGE_chance: 1.0
ONDAMAGE_chanceLevelAdd: 0
function onDamage takes Tower tower returns nothing
local integer lvl = tower.getLevel()
local Creep creep = Event.getTarget()
local real sizeFactor = 1.0
if creep.getSize() == SIZE_BOSS then
set sizeFactor = 2.0
endif
if(tower.calcChance((0.05+lvl*0.006)*sizeFactor)) then
call cassimArmor.applyCustomTimed(tower,creep,3,5+lvl*0.25)
endif
endfunction
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Glowing Sun Orb v1
600
|
ID: 390
Family ID:
Author: MasterCassim
Rarity: common
Element: astral
Attack Type: Energy
Attack Range: 850
Attack CD: 1.3
Damage: 562-562
Status: Approved
|
Description: The blazing light of the sun makes its targets glow, especially undead ones.
Specials:
Splash attack: 125 AoE: 50% damage 225 AoE: 25% damage +15% dmg to undead
Afterglow
The Orb has a 5% chance to reduce armor of units it damages by 5 for 5 seconds. This chance is doubled for bosses. Level Bonus: +0.6% chance +0.25 seconds duration |
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Toggle Triggers Header globals
//@import
BuffType cassimArmor
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 Damage
ONDAMAGE_chance: 1.0
ONDAMAGE_chanceLevelAdd: 0
function onDamage takes Tower tower returns nothing
local integer lvl = tower.getLevel()
local Creep creep = Event.getTarget()
local real sizeFactor = 1.0
if creep.getSize() == SIZE_BOSS then
set sizeFactor = 2.0
endif
if(tower.calcChance((0.05+lvl*0.006)*sizeFactor)) then
call cassimArmor.applyCustomTimed(tower,creep,5,5+lvl*0.25)
endif
endfunction
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Shiny Sun Orb v1
1550
|
ID: 387
Family ID:
Author: MasterCassim
Rarity: common
Element: astral
Attack Type: Energy
Attack Range: 850
Attack CD: 1.3
Damage: 1420-1420
Status: Approved
|
Description: The blazing light of the sun makes its targets glow, especially undead ones.
Specials:
Splash attack: 125 AoE: 50% damage 225 AoE: 30% damage +15% dmg to undead
Afterglow
The Orb has a 5% chance to reduce armor of units it damages by 7 for 5 seconds. This chance is doubled for bosses. Level Bonus: +0.6% chance +0.25 seconds duration |
Download
Toggle Triggers Header globals
//@import
BuffType cassimArmor
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 Damage
ONDAMAGE_chance: 1.0
ONDAMAGE_chanceLevelAdd: 0
function onDamage takes Tower tower returns nothing
local integer lvl = tower.getLevel()
local Creep creep = Event.getTarget()
local real sizeFactor = 1.0
if creep.getSize() == SIZE_BOSS then
set sizeFactor = 2.0
endif
if(tower.calcChance((0.05+lvl*0.006)*sizeFactor)) then
call cassimArmor.applyCustomTimed(tower,creep,7,5+lvl*0.25)
endif
endfunction
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Blazing Sun Orb v1
2600
|
ID: 388
Family ID:
Author: MasterCassim
Rarity: common
Element: astral
Attack Type: Energy
Attack Range: 850
Attack CD: 1.3
Damage: 2300-2300
Status: Approved
|
Description: The blazing light of the sun makes its targets glow, especially undead ones.
Specials:
Splash attack: 125 AoE: 55% damage 225 AoE: 35% damage +15% dmg to undead
Afterglow
The Orb has a 5% chance to reduce armor of units it damages by 10 for 5 seconds. This chance is doubled for bosses. Level Bonus: +0.6% chance +0.25 seconds duration |
Download
Toggle Triggers Header globals
//@import
BuffType cassimArmor
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 Damage
ONDAMAGE_chance: 1.0
ONDAMAGE_chanceLevelAdd: 0
function onDamage takes Tower tower returns nothing
local integer lvl = tower.getLevel()
local Creep creep = Event.getTarget()
local real sizeFactor = 1.0
if creep.getSize() == SIZE_BOSS then
set sizeFactor = 2.0
endif
if(tower.calcChance((0.05+lvl*0.006)*sizeFactor)) then
call cassimArmor.applyCustomTimed(tower,creep,10,5+lvl*0.25)
endif
endfunction
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Description: