Militia Watchtower v1
250
ID:
417
Family ID:
Author:
ShyGnome
Rarity:
uncommon
Element:
iron
Attack Type:
Physical
Attack Range:
850
Attack CD:
0.7
Damage:
71-71
Status:
Approved

Description:

Militia guardians rain axes at the heads of the enemies. However, they are not very accurate, and afraid of undead and large creeps.
Specials:
-20% dmg to bosses (+0.6%/lvl)
-20% dmg to undead (+0.4%/lvl)
+20% dmg to nature (+0.4%/lvl)
Hail of Axes
Militia guardians throw axes to up to 3 enemies at once, but each attack has 33% chance to miss.  If there are less creeps than attacks, the remaining axes will hit the main target.

Level Bonus:
-1% chance to miss
+1 target at levels 15 and 25
Download

Toggle Triggers

Header

    globals
        //@export
        ProjectileType MilitiaAxe
    endglobals

    function MilitiaAxeHit takes Projectile p, Unit target returns nothing
   local Tower tower = p.getCaster()
   if tower.calcBadChance(0.33-0.01*tower.getLevel()) then
      call tower.getOwner().displayFloatingTextX("Miss",tower,255, 0, 0,255,0.05,0.0,2.0)
   else
      call tower.doAttackDamage(target,tower.getCurrentAttackDamageWithBonus(),tower.calcAttackCritNoBonus())
   endif
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
         set MilitiaAxe = ProjectileType.createInterpolate("Abilities\\Weapons\\Axe\\AxeMissile.mdl",800)
            call MilitiaAxe.setEventOnInterpolationFinished(MilitiaAxeHit)
    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

    if tower.getLevel() >= 25 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(MilitiaAxe,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
    if tower.calcBadChance(0.33-0.01*tower.getLevel()) then
        set Event.damage = 0
        call tower.getOwner().displayFloatingTextX("Miss",tower,255, 0, 0,255,0.05,0.0,2.0)
    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)
endfunction
Militia Outpost v1
750
ID:
418
Family ID:
Author:
ShyGnome
Rarity:
uncommon
Element:
iron
Attack Type:
Physical
Attack Range:
850
Attack CD:
0.7
Damage:
213-213
Status:
Approved

Description:

Militia guardians rain axes at the heads of the enemies. However, they are not very accurate, and afraid of undead and large creeps.
Specials:
-20% dmg to bosses (+0.7%/lvl)
-20% dmg to undead (+0.5%/lvl)
+20% dmg to nature (+0.5%/lvl)
Hail of Axes
Militia guardians throw axes to up to 3 enemies at once, but each attack has 33% chance to miss.  If there are less creeps than attacks, the remaining axes will hit the main target.

Level Bonus:
-1.1% chance to miss
+1 target at levels 15 and 25
Download

Toggle Triggers

Header

   globals
      //@import
      ProjectileType MilitiaAxe
   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

    if tower.getLevel() >= 25 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(MilitiaAxe,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
    if tower.calcBadChance(0.33-0.011*tower.getLevel()) then
        set Event.damage = 0
        call tower.getOwner().displayFloatingTextX("Miss",tower,255, 0, 0,255,0.05,0.0,2.0)
    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)
endfunction
Militia Forepost v1
1500
ID:
419
Family ID:
Author:
ShyGnome
Rarity:
uncommon
Element:
iron
Attack Type:
Physical
Attack Range:
850
Attack CD:
0.7
Damage:
426-426
Status:
Approved

Description:

Militia guardians rain axes at the heads of the enemies. However, they are not very accurate, and afraid of undead and large creeps.
Specials:
-20% dmg to bosses (+0.8%/lvl)
-20% dmg to undead (+0.6%/lvl)
+20% dmg to nature (+0.6%/lvl)
Hail of Axes
Militia guardians throw axes to up to 3 enemies at once, but each attack has 33% chance to miss.  If there are less creeps than attacks, the remaining axes will hit the main target.

Level Bonus:
-1.1% chance to miss
+1 target at levels 15 and 25
Download

Toggle Triggers

Header

   globals
      //@import
      ProjectileType MilitiaAxe
   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

    if tower.getLevel() >= 25 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(MilitiaAxe,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
    if tower.calcBadChance(0.33-0.011*tower.getLevel()) then
        set Event.damage = 0
        call tower.getOwner().displayFloatingTextX("Miss",tower,255, 0, 0,255,0.05,0.0,2.0)
    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)
endfunction
Militia Blockpost v1
3000
ID:
420
Family ID:
Author:
ShyGnome
Rarity:
uncommon
Element:
iron
Attack Type:
Physical
Attack Range:
850
Attack CD:
0.7
Damage:
853-853
Status:
Approved

Description:

Militia guardians rain axes at the heads of the enemies. However, they are not very accurate, and afraid of undead and large creeps. Not that it matters, because none will pass beyond this Blockpost.
Specials:
-20% dmg to bosses (+0.9%/lvl)
-20% dmg to undead (+0.7%/lvl)
+20% dmg to nature (+0.7%/lvl)
Hail of Axes
Militia guardians throw axes to up to 3 enemies at once, but each attack has 33% chance to miss.  If there are less creeps than attacks, the remaining axes will hit the main target.

Level Bonus:
-1.2% chance to miss
+1 target at levels 15 and 25
Download

Toggle Triggers

Header

   globals
      //@import
      ProjectileType MilitiaAxe
   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

    if tower.getLevel() >= 25 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(MilitiaAxe,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
    if tower.calcBadChance(0.33-0.012*tower.getLevel()) then
        set Event.damage = 0
        call tower.getOwner().displayFloatingTextX("Miss",tower,255, 0, 0,255,0.05,0.0,2.0)
    endif
endfunction

On Tower Creation

function onCreate takes Tower tower returns nothing
    set tower.userInt = 4 // Save the family member (1 = first member)
    set tower.userInt2 = 0 // Used to save the buff (double linked list)
endfunction