Coconut Sapling v1
1500
|
ID: 525
Family ID:
Author: cedi
Rarity: rare
Element: nature
Attack Type: Physical
Attack Range: 825
Attack CD: 3
Damage: 1-1
Status: Approved
|
Specials:
+30% dmg to orcs (+1%/lvl) +20% dmg to humanoids (+1%/lvl)
Coconut Rain
Each time this tower attacks there is a chance to drop multiple coconuts. The chance to drop a coconut is 100% for the 1st one and after each coconut the chance is decreased by 20%. Each coconut deals 1625 spelldamage in 150 AoE and stuns for 0.5 seconds. Hit units are immune to the stun of this ability for the next 1.5 seconds. Level Bonus: +162.5 damage |
Download
Toggle Triggers Header globals
ProjectileType cedi_Coco
//@export
BuffType cedi_Coco_Buff
endglobals
function cedi_Coco_Impact takes Projectile p returns nothing
local Unit target
local Unit caster = p.getCaster()
local Iterate I = Iterate.overUnitsInRange( caster, TARGET_CREEPS, p.x, p.y, 150.00 )
local real dmg = 1625.00 + I2R( caster.getLevel() ) * 162.50
call DestroyEffect( AddSpecialEffect( "Abilities\\Spells\\Orc\\WarStomp\\WarStompCaster.mdl", p.x, p.y ) )
loop
set target = I.next()
exitwhen target == 0
call caster.doSpellDamage( target, dmg, caster.calcSpellCritNoBonus() )
if ( target.getBuffOfType( cedi_Coco_Buff ) == 0 ) then
call cb_stun.applyOnlyTimed( caster, target, 0.5 )
call cedi_Coco_Buff.applyOnlyTimed( caster, target, 1.5 )
endif
endloop
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 cedi_Coco = ProjectileType.create( "abilities\\weapons\\catapult\\catapultmissile.mdl", 4.00, 0.00 )
call cedi_Coco.enablePhysics( 0, cedi_Coco_Impact, -15.00, 0, 1.00 )
set cedi_Coco_Buff = BuffType.create( 1.5, 0.00, true )
call cedi_Coco_Buff.setBuffIcon( '@@0@@' )
endfunction
On Damage
ONDAMAGE_chance: 1.0
ONDAMAGE_chanceLevelAdd: 0.0
function onDamage takes Tower tower returns nothing
local real chance = 1.00
local integer casts = 0
local Unit u = Event.getTarget()
local Projectile p
local real x = u.getX()
local real y = u.getY()
local real range
local real angle
loop
if tower.calcChance( chance ) then
set casts = casts + 1
set chance = chance * 0.80
else
exitwhen true
endif
endloop
loop
exitwhen casts <= 0
set range = GetRandomReal( 0.00, 300.00 )
set angle = GetRandomReal( 0.00, 360.00 ) * bj_DEGTORAD
set p = Projectile.create( cedi_Coco, tower, 1.00, tower.calcSpellCritNoBonus(), x + Cos( angle ) * range, y + Sin( angle ) * range, 1000.00, 0.00 )
call p.setScale( 0.30 )
call p.setGravity( GetRandomReal( 1.00, 1.50 ) )
set casts = casts - 1
endloop
endfunction
|
Monkey Boogie Palm v1
3000
|
ID: 531
Family ID:
Author: cedi
Rarity: rare
Element: nature
Attack Type: Physical
Attack Range: 825
Attack CD: 3
Damage: 1-1
Status: Approved
|
Description: Fall, fall, fall, little nuts, right on the heads of the little noobs...
Specials:
+50% dmg to orcs (+1%/lvl) +40% dmg to humanoids (+1%/lvl)
Coconut Rain
Each time this tower attacks there is a chance to drop multiple coconuts. The chance to drop a coconut is 100% for the 1st one and after each coconut the chance is decreased by 17%. Each coconut deals 2600 spelldamage in 190 AoE and stuns for 0.5 seconds. Hit units are immune to the stun of this ability for the next 1.5 seconds. Level Bonus: +260 damage |
Download
Toggle Triggers Header globals
ProjectileType cedi_Coco
//@import
BuffType cedi_Coco_Buff
endglobals
function cedi_Coco_Impact takes Projectile p returns nothing
local Unit target
local Unit caster = p.getCaster()
local Iterate I = Iterate.overUnitsInRange( caster, TARGET_CREEPS, p.x, p.y, 190.00 )
local real dmg = 2600.00 + I2R( caster.getLevel() ) * 260.00
call DestroyEffect( AddSpecialEffect( "Abilities\\Spells\\Orc\\WarStomp\\WarStompCaster.mdl", p.x, p.y ) )
loop
set target = I.next()
exitwhen target == 0
call caster.doSpellDamage( target, dmg, caster.calcSpellCritNoBonus() )
if ( target.getBuffOfType( cedi_Coco_Buff ) == 0 ) then
call cb_stun.applyOnlyTimed( caster, target, 0.5 )
call cedi_Coco_Buff.applyOnlyTimed( caster, target, 1.5 )
endif
endloop
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 cedi_Coco = ProjectileType.create( "abilities\\weapons\\catapult\\catapultmissile.mdl", 4.00, 0.00 )
call cedi_Coco.enablePhysics( 0, cedi_Coco_Impact, -15.00, 0, 1.00 )
endfunction
On Damage
ONDAMAGE_chance: 1.0
ONDAMAGE_chanceLevelAdd: 0.0
function onDamage takes Tower tower returns nothing
local real chance = 1.00
local integer casts = 0
local Unit u = Event.getTarget()
local Projectile p
local real x = u.getX()
local real y = u.getY()
local real range
local real angle
loop
if tower.calcChance( chance ) then
set casts = casts + 1
set chance = chance * 0.83
else
exitwhen true
endif
endloop
loop
exitwhen casts <= 0
set range = GetRandomReal( 0.00, 300.00 )
set angle = GetRandomReal( 0.00, 360.00 ) * bj_DEGTORAD
set p = Projectile.create( cedi_Coco, tower, 1.00, tower.calcSpellCritNoBonus(), x + Cos( angle ) * range, y + Sin( angle ) * range, 1000.00, 0.00 )
call p.setScale( 0.30 )
call p.setGravity( GetRandomReal( 1.00, 1.50 ) )
set casts = casts - 1
endloop
endfunction
|
Description: