Array
(
    [scriptVersion] => 7
    [oeValues] => Array
        (
            [RngBuff1] => 250
            [MissileHoming] => 1
            [Upgrade] => Array
                (
                )

            [targs1] => Array
                (
                )

            [goldcost] => 250
            [weapsOn] => 1
            [dice1] => 1
            [Missilespeed] => 1500
            [moveHeight] => 12
            [file] => Doodads\Cityscape\Props\CrystalLamp\CrystalLamp.mdl
            [atkType1] => normal
            [modelScale] => 0.55
            [weapTp1] => missile
            [acquire] => 1000
            [rangeN1] => 1000
            [upgrades] => Array
                (
                )

            [cool1] => 1.3
            [Ubertip] => This tower is able to release a burst attack.
            [abilList] => Array
                (
                )

            [Name] => Tiny Storm Lantern
            [Missileart] => Abilities\Spells\Orc\Purge\PurgeBuffTarget.mdl
            [Art] => ReplaceableTextures\CommandButtons\BTNLightningShield.blp
            [buildingShadow] => Array
                (
                )

            [sides1] => 1
            [auto] => Array
                (
                )

            [dmgplus1] => 206
            [bldtm] => 1
        )

    [settings] => Array
        (
            [author] => Boekie
            [element] => storm
            [authorDisplay] => |cff00CD00Boekie|r
            [alpha] => 255
            [balanceTip] => Array
                (
                )

            [rarity] => uncommon
            [version] => 1.0
            [abil_factor] => 0.67
        )

    [effects] => Array
        (
            [0] => Array
                (
                    [x] => -0.630342
                    [y] => 0.748564
                    [z] => -12.8
                    [scale] => 0.55
                    [rot] => 4.69842
                    [file] => Doodads\Cityscape\Structures\City_LowWall_ShortEndCap\City_LowWall_ShortEndCap.mdl
                    [red] => 255
                    [green] => 255
                    [blue] => 255
                    [alpha] => 255
                    [pitch] => 0
                    [advanced] => false
                    [animation] => Array
                        (
                        )

                    [aniSpeed] => 50
                )

            [1] => Array
                (
                    [x] => 11.0853
                    [y] => -11.6075
                    [z] => -25.6
                    [scale] => 0.55
                    [rot] => 4.69859
                    [file] => Doodads\Cityscape\Structures\City_LowWall_ShortEndCap\City_LowWall_ShortEndCap.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 ball 
    endglobals
    
    public function hit takes Projectile p, Unit creep returns nothing  
        local Tower tower = p.getCaster()  
        call tower.doAttackDamage(creep,tower.getCurrentAttackDamageWithBonus(), tower.calcAttackMulticrit(0.0,0.0,0))
    endfunction  
    
    //@export
    function newAttack takes Tower tower, integer numShots, Creep creep returns nothing
        local integer UID = creep.getUID()
        local Iterate it = Iterate.overUnitsInRangeOfUnit(tower,TARGET_CREEPS,creep,300)
        local Creep next
        call TriggerSleepAction(0.2)
        set next = it.nextRandom()
        loop
            if next == 0 then
                if creep.getUID() != UID then
                    return
                endif
                call Projectile.createFromUnitToUnit(ball,tower,1.0,0,tower,creep,true,false,false).setScale(0.50)
            else
                call Projectile.createFromUnitToUnit(ball,tower,1.0,0,tower,next,true,false,false).setScale(0.50)
                set next = it.nextRandom()
            endif
            set numShots = numShots - 1
            exitwhen numShots == 0
            call TriggerSleepAction(0.2)
        endloop
        if next != 0 then
            call it.destroy()
    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 ball = ProjectileType.create("Abilities\\Spells\\Orc\\Purge\\PurgeBuffTarget.mdl",4,1000)  
        call ball.enableHoming(ProjectileTargetEvent.hit,0)  
    endfunction
                    [values] => Array
                        (
                            [icon] => 
                            [visible] => false
                            [name] => 
                            [short_explain] => 
                            [long_explain] => 
                        )

                )

            [1] => Array
                (
                    [name] => On Attack
                    [code] => local Creep creep = Event.getTarget()
    local integer numShots = 2
    local integer twrLevel = tower.getLevel()
    if twrLevel == 25 then
        set numShots = 4 
    elseif twrLevel >= 15 then
        set numShots = 3
    endif
    
    call newAttack(tower,numShots,creep)
                    [values] => Array
                        (
                            [icon] => ReplaceableTextures\CommandButtons\BTNAnimalWarTraining.blp
                            [visible] => true
                            [name] => Burst Lightning
                            [short_explain] => Has a chance to release a burst attack.
                            [ONATTACK_chance] => 0.20
                            [ONATTACK_chanceLevelAdd] => 0.01
                            [long_explain] => Has a |cffFFFF8020%|r chance on attack to fire |cffFFFF802|r extra projectiles at random creeps in |cffFFFF80300|r range around the main target. Each extra projectile deals the same amount of damage as a normal attack. |n|n|cffFF8000Level Bonus:|r|n|cffFFFF80+1%|r chance|n|cffFFFF80+1|r extra projectile at levels |cffFFFF8015|r and |cffFFFF8025|r
                        )

                )

        )

    [abilities] => Array
        (
        )

    [buffs] => Array
        (
        )

    [units] => Array
        (
        )

    [references] => Array
        (
        )

)