Burning Sentry v1
370
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ID: 659
Family ID:
Author: Natac
Rarity: uncommon
Element: fire
Attack Type: Elemental
Attack Range: 800
Attack CD: 1.38
Damage: 286-287
Status: Approved
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Burn
Starts to burn a target. On every further hit of a fire tower, the target will receive more bonus damage then before. Burning Structures will increase the bonus damage by 2.5, any other fire towers by 0.75. If the unit dies, it explodes and deals 277 damage to nearby units in a range of 200. Lasts 5 seconds after the last attack of a fire tower. Level Bonus: + 0.25 damage gain (Burning Structrues) + 0.08 damage gain (Other fire towers) + 0.12 seconds burn duration |
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Toggle Triggers Header globals
//This buff is configurated as follows:
//level: damage gain per attack
//userReal: Already done bonus damage on the buffed unit
//userInt: AOE-Damage if the buffed unit dies
//@import
BuffType natac_burning_buff
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: 0.0
function onDamage takes Tower tower returns nothing
local integer towerLevel = tower.getLevel()
local Unit target = Event.getTarget()
local real level = 2.5 + towerLevel*0.25
local real duration = 5 + towerLevel*0.12
local Buff b = natac_burning_buff.applyCustomTimed(tower, target, R2I(level*100), duration)
// Upgrade AOE-damage, if it makes sense
if(b.userInt < 277) then
set b.userInt = 277
endif
endfunction
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Aery Phantom v1
375
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ID: 87
Family ID:
Author: drol
Rarity: uncommon
Element: storm
Attack Type: Magic
Attack Range: 900
Attack CD: 1.5
Damage: 414-414
Mana: 17
Mana regen: 1
Status: Approved
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Description: Only seen above the highest clouds, this rare creature sears the sky.
Specials:
+0.1 mana regen/lvl
Wind Shear
Increases the attackspeed of a tower in 300 range by 15% and gives it a 25% attackspeed adjusted chance to cast a chain of lightning which deals 300 initial spelldamage and hits up to 3 targets dealing 25% less damage each bounce. Effect lasts for 5 seconds. Level Bonus: +1% attackspeed +12 spelldamage +1 target at level 20 +0.1 sec duration AC_TYPE_ALWAYS_BUFF 15, 300 range, 3s cooldown |
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Toggle Triggers Autocast
caster_art:
AUTOCAST_cooldown: 3
AUTOCAST_numBuffsBeforeIdle: 1
AUTOCAST_isExtended: false
AUTOCAST_autocastType: AC_TYPE_ALWAYS_BUFF
AUTOCAST_manacost: 15
AUTOCAST_range: 300
AUTOCAST_buffType: drol_phantomBuff
AUTOCAST_targetSelf: true
AUTOCAST_targetType: TARGET_TYPE_TOWERS
target_art: Abilities\Spells\Items\AIlm\AIlmTarget.mdl
AUTOCAST_autoRange: 300
private function onAutocast takes Tower tower returns nothing
set drol_phantomBuff.applyCustomTimed(tower, Event.getTarget(), tower.getLevel() + 5, 5. + tower.getLevel()*0.1).userReal = tower.getLevel()*3 + 50
endfunction
Header globals
//@import
BuffType drol_phantomBuff
//@import
Cast drol_phantomCast
//@import
Cast drol_phantomCast2
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
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Icy Bones v1
375
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ID: 425
Family ID:
Author: MasterCassim
Rarity: common
Element: ice
Attack Type: Elemental
Attack Range: 700
Attack CD: 1.5
Damage: 589-594
Status: Approved
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Description: Chills creeps to the bone.
Icy Touch
Slows attacked units by 10% for 4 seconds. Level Bonus: +0.2 seconds duration +0.4% slow |
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Toggle Triggers Header globals
//@import
BuffType cassimSlow
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: 1.00
ONDAMAGE_chanceLevelAdd: 0
function onDamage takes Tower tower returns nothing
local integer lvl = tower.getLevel()
local integer slow = R2I((0.1+lvl*0.004)*1000) // same code here 4 all towers
local integer dur = R2I(4+lvl*0.2)
call cassimSlow.applyCustomTimed(tower,Event.getTarget(),slow,dur)
endfunction
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Average Cactus v1
380
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ID: 42
Family ID:
Author: Lapsus
Rarity: common
Element: nature
Attack Type: Essence
Attack Range: 820
Attack CD: 2.5
Damage: 719-719
Status: Approved
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Description: A pricklier desert plant with a high AoE. Moderately more efficient against mass creeps and humans.
Specials:
Splash attack: 320 AoE: 50% damage +19% dmg to masses (+1.2%/lvl) +19% dmg to humanoids (+1.2%/lvl) |
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Astral Guide v1
400
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ID: 118
Family ID:
Author: Velex
Rarity: common
Element: astral
Attack Type: Magic
Attack Range: 750
Attack CD: 2.2
Damage: 996-1080
Status: Approved
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Description: Tower that deals additional damage to invisible units.
Light in the Dark
Deals 20% additional damage to invisible creeps. Level Bonus: +0.8% damage |
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Toggle Triggers On Damage
ONDAMAGE_chance: 1.0
ONDAMAGE_chanceLevelAdd: 0.0
function onDamage takes Tower tower returns nothing
if Event.getTarget().isInvisible() then
set Event.damage = Event.damage * ( 1.2 + 0.008 * tower.getLevel() )
endif
endfunction
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Ruined Wind Tower v1
400
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ID: 156
Family ID:
Author: SirCoqaLot.
Rarity: uncommon
Element: storm
Attack Type: Physical
Attack Range: 1000
Attack CD: 2.8
Damage: 1343-1393
Status: Approved
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Description: Strange tower that rejects some items.
Rejection
This tower drops all except Common items on attack.
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Toggle Triggers On Attack
ONATTACK_chance: 1.0
ONATTACK_chanceLevelAdd: 0.0
function onAttack takes Tower tower returns nothing
local Item itm
local integer i = 1
loop
exitwhen i > 6
set itm = tower.getHeldItem(i)
if itm != 0 and itm.getRarity() != Rarity.COMMON then
call itm.drop()
endif
set i = i + 1
endloop
endfunction
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Reinforced Burrow v1
400
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ID: 189
Family ID:
Author: tolleder
Rarity: uncommon
Element: iron
Attack Type: Physical
Attack Range: 700
Attack CD: 3
Damage: 1546-1546
Status: Approved
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Description: A burrow with elite Peons inside, which will try to break through every armor.
Piercing Shot
20% of this tower's attack damage cannot be reduced by armor resistances. Level Bonus: +0.8% damage ratio |
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Toggle Triggers On Damage
ONDAMAGE_chance: 1.0
ONDAMAGE_chanceLevelAdd: 0.0
function onDamage takes Tower tower returns nothing
local real curRatio=0.2+0.008*tower.getLevel()
local real sDmg=Event.damage
local real damageBase=Event.damage
local Creep target=Event.getTarget()
local real temp = AttackType.PHYSICAL.getDamageAgainst(target.getArmorType())
if temp > 0. and temp < 1. then //ignoring armor type "resistance" not weakness :P
set damageBase = damageBase / temp
endif
set temp = (1 - target.getCurrentArmorDamageReduction())
if temp > 0. then
set damageBase = damageBase / temp
endif
if sDmg < damageBase then
set Event.damage=damageBase*curRatio+sDmg*(1.-curRatio)
endif
//The engine calculates critical strike extra damage ***AFTER*** the onDamage event, so there is no need to care about it in this trigger.
endfunction
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Description: