Array
(
    [scriptVersion] => 7
    [oeValues] => Array
        (
            [Name] => Overcharge Shot
            [Art] => ReplaceableTextures\CommandButtons\BTNStaffOfSanctuary.blp
            [Ubertip] => Spells: collateral damage.
            [abilList] => Array
                (
                )

        )

    [settings] => Array
        (
            [author] => cedi
            [authorDisplay] => DreamStrider
            [balanceTip] => Array
                (
                )

            [rarity] => unique
            [goldcost] => 800
            [version] => 1.0
        )

    [dmgTable] => Array
        (
        )

    [triggers] => Array
        (
            [0] => Array
                (
                    [name] => On Damage
                    [code] => local real angle
    local Creep C
    local Tower T
    local Projectile P
    if Event.isMainTarget() then
        set T = itm.getCarrier()
        set C = Event.getTarget()
        set angle = bj_RADTODEG * Atan2( C.getY() - T.getY(), C.getX() - T.getX() )
        set P = Projectile.createFromUnit( PT, T, C, angle, 1.0, 1.0 )
        set P.userInt = C.getUID()
        set P.userReal = T.getCurrentAttackDamageWithBonus() * ( 0.35 + 0.006 * T.getLevel() )
    endif
                    [values] => Array
                        (
                            [ONDAMAGE_chance] => 1.0
                            [visible] => true
                            [name] => Overcharge Shot
                            [goldcost] => 800
                            [ONDAMAGE_chanceLevelAdd] => 0.0
                            [explain] => This tower's attack continues for |cffFFFF80350|r units through the main target, dealing |cffFFFF8035%|r of the tower's attack damage to any creep in its path.|n|n|cffFF8000Level Bonus:|r|n|cffFFFF80+0.6%|r damage
                        )

                )

            [1] => Array
                (
                    [name] => Header
                    [code] => globals
        ProjectileType PT
    endglobals
    
    function PT_Hit takes Projectile P, Unit U returns nothing
        local Tower T
        if U.getUID() != P.userInt then
            //Not the original target
            set T = P.getCaster()
            call T.doAttackDamage( U, P.userReal, T.calcAttackMulticrit( 0, 0, 0 ) )
        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 PT = ProjectileType.createRanged( "Abilities\\Spells\\Other\\Incinerate\\FireLordDeathExplode.mdl", 350.00, 1000.00 )
        call PT.enableCollision( PT_Hit, 75.0, TARGET_CREEPS, false )
    endfunction
                    [values] => Array
                        (
                            [visible] => false
                            [name] => 
                            [goldcost] => 0
                            [explain] => 
                        )

                )

        )

    [abilities] => Array
        (
        )

    [buffs] => Array
        (
        )

    [units] => Array
        (
        )

    [references] => Array
        (
        )

)