Array
(
[scriptVersion] => 8
[oeValues] => Array
(
[Ubertip] => Dude!
[Art] => ReplaceableTextures\CommandButtons\BTNPurgeSoul.blp
[abilList] => Array
(
)
[Name] => Continuum Transfunctioner
)
[settings] => Array
(
[balanceTip] => Array
(
)
[goldcost] => 1500
[author] => Ashbringer
[authorDisplay] => |cffFF6600Ashbringer|r
[version] => 1.0
[rarity] => unique
)
[dmgTable] => Array
(
)
[triggers] => Array
(
[0] => Array
(
[name] => On Attack
[code] => local Tower tower = itm.getCarrier()
local Creep target = Event.getTarget()
call ashbringer_continuum(tower, tower.getUID(), target.getX(), target.getY(), 5)
[values] => Array
(
[explain] => Attacks have a |cffffff8030%|r chance to strike a random enemy with space lightning, dealing |cffffff8030%|r of attack damage as |cff00FFFFEnergy|r damage. Each bolt can trigger another up to a maximum of |cffffff805|r times.
[visible] => true
[goldcost] => 1500
[name] => And Then...?
[ONATTACK_chance] => 0.3
[ONATTACK_chanceLevelAdd] => 0.0
)
)
[1] => Array
(
[name] => Header
[code] => globals
endglobals
function ashbringer_continuum takes Tower tower, integer UID, real x, real y, integer max returns nothing
local Iterate i = Iterate.overUnitsInRange(tower, TARGET_TYPE_CREEPS, x, y, 200)
local Creep next = i.nextRandom()
local real target_x
local real target_y
if tower.getUID() == UID then
if next != 0 then
call i.destroy()
call tower.doCustomAttackDamage(next, tower.getCurrentAttackDamageWithBonus()*0.3, tower.calcAttackMulticrit(0, 0, 0), AttackType.ENERGY)
set target_x = next.getX()
set target_y = next.getY()
call Effect.createColored("Abilities\\Weapons\\Bolt\\BoltImpact.mdl", target_x, target_y, next.getZ(), GetRandomReal(0,359.99), 1.0, 75, 255, 1, 255).setLifetime(3.0)
call Lightning.createFromPointToUnit("GZAP", target_x, target_y, 1400, next).setLifetime(0.3)
if tower.calcChance(0.3) then
call TriggerSleepAction(0.2)
set max = max - 1
if max > 0 then
call ashbringer_continuum(tower, UID, x, y, max)
endif
endif
endif
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
endfunction
[values] => Array
(
[explain] =>
[visible] => false
[goldcost] => 0
[name] =>
)
)
)
[abilities] => Array
(
)
[buffs] => Array
(
)
[units] => Array
(
)
[references] => Array
(
)
)