Array
(
[scriptVersion] => 7
[oeValues] => Array
(
[RngBuff1] => 250
[MissileHoming] => 1
[Upgrade] => Array
(
)
[targs1] => Array
(
)
[goldcost] => 2500
[weapsOn] => 1
[dice1] => 1
[Missilespeed] => 1200
[file] => buildings\other\GoldMine\GoldMine.mdl
[atkType1] => siege
[modelScale] => 0.4
[weapTp1] => missile
[Missilearc] => 0.2
[acquire] => 800
[rangeN1] => 800
[upgrades] => Array
(
)
[cool1] => 2.5
[Ubertip] => You should always consider goblin-made items to be a nuclear weapon with a faulty trigger, you just might live to see another day.
[abilList] => @@0@@,@@1@@
[Name] => Goblin Stronghold
[Missileart] => Abilities\Weapons\CannonTowerMissile\CannonTowerMissile.mdl
[Art] => ReplaceableTextures\CommandButtons\BTNMerchant.blp
[buildingShadow] => Array
(
)
[unitSound] => GoblinSapper
[sides1] => 10
[uberSplat] => OSMA
[auto] => Array
(
)
[dmgplus1] => 896
[bldtm] => 1
)
[settings] => Array
(
[author] => cedi
[element] => iron
[authorDisplay] => DreamStrider
[alpha] => 255
[balanceTip] => Array
(
)
[rarity] => unique
[version] => 1.0
[abil_factor] => 0.1
)
[effects] => Array
(
[0] => Array
(
[x] => -23.0173
[y] => -7.56666
[z] => 0
[scale] => 0.55
[rot] => 3.89017
[file] => buildings\other\Merchant\Merchant.mdl
[red] => 255
[green] => 255
[blue] => 255
[alpha] => 255
[pitch] => 0
[advanced] => false
[animation] => Array
(
)
[aniSpeed] => 50
)
[1] => Array
(
[x] => -11.7168
[y] => 12.7581
[z] => 0
[scale] => 0.3
[rot] => 4.05284
[file] => Units\Creeps\HeroTinkerFactory\HeroTinkerFactory.mdl
[red] => 255
[green] => 255
[blue] => 255
[alpha] => 255
[pitch] => 0
[advanced] => false
[animation] => Array
(
)
[aniSpeed] => 50
)
)
[dmgTable] => Array
(
)
[triggers] => Array
(
[0] => Array
(
[name] => Header
[code] => globals
ProjectileType cedi_gob_sapper
ProjectileType cedi_gob_robot //Both robot and emitter
BuffType cedi_gob_sapperB
BuffType cedi_gob_robotB
BuffType cedi_gob_emitterB
endglobals
function Sapper_Hit takes Projectile P, Unit U returns nothing
local Tower T = P.getCaster()
local Iterate I = Iterate.overUnitsInRangeOfUnit( T, TARGET_CREEPS, U, 250.00 )
if T == 0 then
//We got no caster, abbadon ship.
call I.destroy()
return
endif
call T.getOwner().displaySmallFloatingText( I2S( P.userInt / 10 ) + "% slow", U, 100, 100, 255, 40.0 )
call DestroyEffect( AddSpecialEffect( "Objects\\Spawnmodels\\Other\\NeutralBuildingExplosion\\NeutralBuildingExplosion.mdl", P.x, P.y ) )
loop
set U = I.next()
exitwhen U == 0
call T.doSpellDamage( U, P.userReal, T.calcSpellCritNoBonus() )
call cedi_gob_sapperB.apply( T, U, P.userInt )
endloop
endfunction
//Both robot and emitter
function Robot_Hit takes Projectile P, Unit U returns nothing
set P.explode = false
if P.getCaster() == 0 then
//We got no caster, abbadon ship.
return
endif
if P.userInt == 1 then
//robot
call cedi_gob_robotB.apply( P.getCaster(), U, P.userInt2 )
call P.getCaster().getOwner().displaySmallFloatingText( I2S( P.userInt2 / 10 ) + "% AS and DMG", U, 100, 255, 100, 40.0 )
else
//emitter
call cedi_gob_emitterB.apply( P.getCaster(), U, P.userInt2 )
call P.getCaster().getOwner().displaySmallFloatingText( I2S( P.userInt2 / 10 ) + "% Trigger Chance", U, 100, 255, 100, 40.0 )
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
local Modifier m
//sapper
set cedi_gob_sapper = ProjectileType.create( "units\\creeps\\GoblinSapper\\GoblinSapper.mdl", 20.0, 700.00 )
call cedi_gob_sapper.enableHoming( Sapper_Hit, 0 )
//sapper buff
set cedi_gob_sapperB = BuffType.create( 3.0, 0.0, false )
call cedi_gob_sapperB.setBuffIcon( '@@2@@' )
set m = Modifier.create()
call m.addModification( MOD_MOVESPEED, 0.00, -0.001 )
call cedi_gob_sapperB.setBuffModifier( m )
//robot / emitter
set cedi_gob_robot = ProjectileType.createInterpolate( "", 200.0 )
call cedi_gob_robot.setEventOnInterpolationFinished( Robot_Hit )
//robot buff
set cedi_gob_robotB = BuffType.create( 5.0, 0.0, true )
call cedi_gob_robotB.setBuffIcon( '@@3@@' )
set m = Modifier.create()
call m.addModification( MOD_DAMAGE_ADD_PERC, 0.00, 0.001 )
call m.addModification( MOD_ATTACKSPEED, 0.00, 0.001 )
call cedi_gob_robotB.setBuffModifier( m )
call cedi_gob_robotB.setSpecialEffect( "Units\\Creeps\\HeroTinkerRobot\\HeroTinkerRobot.mdl", 120.0, 0.7 )
//emitter buff
set cedi_gob_emitterB = BuffType.create( 5.0, 0.0, true )
call cedi_gob_emitterB.setBuffIcon( '@@4@@' )
set m = Modifier.create()
call m.addModification( MOD_TRIGGER_CHANCES, 0.00, 0.001 )
call cedi_gob_emitterB.setBuffModifier( m )
call cedi_gob_emitterB.setSpecialEffect( "units\\creeps\\GoblinLandMine\\GoblinLandMine.mdl", 120.0, 1.0 )
endfunction
[values] => Array
(
[icon] => ReplaceableTextures\CommandButtons\BTNClockWerkGoblin.blp
[visible] => true
[name] => Clockwork Engineer
[short_explain] => Whenever this tower attacks it has a chance to launch a clockwork engineer at a random tower, increasing the target's attack damage and speed.
[long_explain] => Whenever this tower attacks it has a |cffFFFF8020%|r chance to launch a clockwork engineer at a random tower within |cffFFFF80500|r range, increasing attack speed and damage by |cffFFFF8010% - 40%|r for |cffFFFF805|r seconds.|n|n|cffFF8000Level Bonus:|r|n|cffFFFF80+0.6%|r chance|n|cffFFFF80+0.6%|r attack speed and damage
)
)
[1] => Array
(
[name] => On Attack
[code] => local Unit U = Event.getTarget()
local Projectile P
local integer lvl = tower.getLevel()
local boolean b = false
local Iterate I
//sapper
if tower.calcChance( 0.2 + 0.004 * lvl ) then
set b = true
set P = Projectile.createFromUnitToUnit( cedi_gob_sapper, tower, 1.0, 1.0, tower, U, true, false, false )
//set damage 4500 (0.3/1.7) + 180
set P.userReal = GetRandomReal( 1350.0, 7650.0 ) + 180.00 * lvl
//set slow / 15% + 10% / 0.001
set P.userInt = GetRandomInt( 250, 450 ) + 6 * lvl
endif
//robot
if tower.calcChance( 0.2 + 0.004 * lvl ) then
set I = Iterate.overUnitsInRangeOfCaster( tower, TARGET_TOWERS, 500.00 )
set U = I.nextRandom()
//Don't target self
if U == tower then
set U = I.nextRandom()
endif
if U != 0 then
call I.destroy()
else
//no sense doing anything more.
return
endif
set b = true
set P = Projectile.createLinearInterpolationFromUnitToUnit( cedi_gob_robot, tower, 1.0, 1.0, tower, U, 0.35, true )
//set model
call P.setModel( "Units\\Creeps\\HeroTinkerRobot\\HeroTinkerRobot.mdl" )
//set type
set P.userInt = 1
//set effect / 10% - 40%
set P.userInt2 = GetRandomInt( 100, 400 ) + 6 * lvl
endif
//emitter
if tower.calcChance( 0.2 + 0.004 * lvl ) then
set I = Iterate.overUnitsInRangeOfCaster( tower, TARGET_TOWERS, 500.00 )
set U = I.nextRandom()
//Don't target self
if U == tower then
set U = I.nextRandom()
endif
if U != 0 then
call I.destroy()
else
//no sense doing anything more.
return
endif
set b = true
set P = Projectile.createLinearInterpolationFromUnitToUnit( cedi_gob_robot, tower, 1.0, 1.0, tower, U, 0.33, true )
//set model
call P.setModel( "units\\creeps\\GoblinLandMine\\GoblinLandMine.mdl" )
//set type
set P.userInt = 0
//set effect / 30% - 60% +15%
set P.userInt2 = GetRandomInt( 300, 600 ) + 6 * lvl
endif
//Economy
if not b then
//Nothing happened, add gold
call tower.getOwner().giveGold( 5.0, tower.getUnit(), true, true )
endif
[values] => Array
(
[icon] => ReplaceableTextures\CommandButtons\BTNGoblinSapper.blp
[visible] => true
[name] => Goblin Sapper
[short_explain] => Whenever this tower attacks it has a chance to launch a sapper team towards the enemy, dealing spell damage and slowing all creeps close to the target.
[ONATTACK_chance] => 1.0
[ONATTACK_chanceLevelAdd] => 0.0
[long_explain] => Whenever this tower attacks it has a |cffFFFF8020%|r chance to launch a sapper team at the attacked creep. On contact the sappers deal |cffFFFF801350 - 7650|r spell damage to the target and all creeps within |cffFFFF80250|r range. Also slows all affected creeps by |cffFFFF8025% - 45%|r for |cffFFFF803|r seconds.|n|n|cffFF8000Level Bonus:|r|n|cffFFFF80+0.4%|r chance|n|cffFFFF80+180|r spell damage|n|cffFFFF80+0.6%|r slow
)
)
)
[abilities] => Array
(
[0] => Array
(
[id] => @@0@@
[derivedFrom] => Amgl
[oeValues] => Array
(
[Name] => Reimbursement
[checkDep] => 0
[Art] => ReplaceableTextures\CommandButtons\BTNPillage.blp
[Ubertip] => Whenever this tower attacks and not a single one of the other abilities trigger the player is reimbursed |cffFFFF805|r gold.
[Requires] => Array
(
)
[Tip] => Reimbursement
[Unubertip] => Whenever this tower attacks and not a single one of the other abilities trigger the player is reimbursed some gold.
)
)
[1] => Array
(
[id] => @@1@@
[derivedFrom] => Amgl
[oeValues] => Array
(
[Name] => Probability Field Emitter
[checkDep] => 0
[Art] => ReplaceableTextures\CommandButtons\BTNGoblinLandMine.blp
[Requires] => Array
(
)
[Ubertip] => Whenever this tower attacks it has a |cffFFFF8020%|r chance to launch a probability field emitter at a random tower within |cffFFFF80500|r range, increasing trigger chances by |cffFFFF8030% - 60%|r for |cffFFFF805|r seconds.|n|n|cffFF8000Level Bonus:|r|n|cffFFFF80+0.6%|r chance|n|cffFFFF80+0.6%|r trigger chances
[Tip] => Probability Field Emitter
[Unubertip] => Whenever this tower attacks it has a chance to launch a probability field emitter at a random tower, increasing its trigger chances.
)
)
)
[buffs] => Array
(
[0] => Array
(
[id] => @@2@@
[derivedFrom] => BHfs
[oeValues] => Array
(
[Bufftip] => Concussed
[Targetattach] => overhead
[Buffubertip] => This creep's movement speed is slowed.
[Targetattachcount] => 1
[Buffart] => ReplaceableTextures\CommandButtons\BTNSelfDestruct.blp
[TargetArt] => Abilities\Spells\Orc\StasisTrap\StasisTotemTarget.mdl
[EditorName] => Concussed
)
)
[1] => Array
(
[id] => @@3@@
[derivedFrom] => BHfs
[oeValues] => Array
(
[Bufftip] => Clockwork Engineer
[Buffubertip] => This tower has increased attack speed and damage.
[Buffart] => ReplaceableTextures\CommandButtons\BTNClockWerkGoblin.blp
[TargetArt] => Array
(
)
[EditorName] => Clockwork Engineer
)
)
[2] => Array
(
[id] => @@4@@
[derivedFrom] => BHfs
[oeValues] => Array
(
[Bufftip] => Probability Field Emitter
[Buffubertip] => This tower has increased trigger chances.
[Buffart] => ReplaceableTextures\CommandButtons\BTNGoblinLandMine.blp
[TargetArt] => Array
(
)
[EditorName] => Probability Field Emitter
)
)
)
[units] => Array
(
)
[references] => Array
(
)
)