Array
(
[scriptVersion] => 7
[oeValues] => Array
(
[RngBuff1] => 250
[MissileHoming] => 1
[Upgrade] => Array
(
)
[targs1] => Array
(
)
[goldcost] => 250
[weapsOn] => 1
[Hfact1] => 0.45
[dice1] => 1
[Missilespeed] => 1050
[moveHeight] => 55
[file] => Abilities\Spells\Items\PotionOfOmniscience\CrystalBallCaster.mdl
[Harea1] => 125
[atkType1] => normal
[modelScale] => 0.85
[weapTp1] => msplash
[Missilearc] => 0.3
[acquire] => 850
[rangeN1] => 850
[upgrades] => Array
(
)
[cool1] => 1.3
[Ubertip] => The blazing light of the sun makes its targets glow, especially undead ones.
[Farea1] => 10
[abilList] => Array
(
)
[Qarea1] => 225
[launchZ] => 0
[Name] => Glaring Solar Orb
[Missileart] => Abilities\Weapons\SearingArrow\SearingArrowMissile.mdl
[Art] => ReplaceableTextures\CommandButtons\BTNResurrection.blp
[buildingShadow] => Array
(
)
[Qfact1] => 0.2
[sides1] => 1
[auto] => Array
(
)
[dmgplus1] => 241
[bldtm] => 1
)
[settings] => Array
(
[author] => MasterCassim
[element] => astral
[authorDisplay] => |cFFAA0000MasterCassim|r, |cFF8A5300His_Shadow|r
[alpha] => 255
[balanceTip] => |cffCCFF00Splash attack:|n |cffFFFF00125|r AoE: |cffFFFF0045%|r damage|r|n |cffFFFF00225|r AoE: |cffFF800020%|r damage|r|n|cffFFFF00+15% |rdmg to undead
[rarity] => common
[version] => 1.0
[abil_factor] => 0.89
)
[effects] => Array
(
[0] => Array
(
[x] => 1.3603
[y] => 1.48451
[z] => 0
[scale] => 0.75
[rot] => 1.13446
[file] => Doodads\Ruins\Props\RuinsPillar\RuinsPillar4.mdl
[red] => 255
[green] => 255
[blue] => 255
[alpha] => 255
[pitch] => 0
[advanced] => false
[animation] => Array
(
)
[aniSpeed] => 50
)
[1] => Array
(
[x] => 17.2626
[y] => 55.1672
[z] => 0
[scale] => 0.5
[rot] => 2.61794
[file] => Doodads\Ruins\Props\RuinsTrash\RuinsTrash0.mdl
[red] => 255
[green] => 255
[blue] => 255
[alpha] => 255
[pitch] => 0
[advanced] => false
[animation] => Array
(
)
[aniSpeed] => 50
)
[2] => Array
(
[x] => -27.8168
[y] => 41.8144
[z] => 0
[scale] => 0.5
[rot] => 2.1589
[file] => Doodads\Ruins\Props\RuinsTrash\RuinsTrash0.mdl
[red] => 255
[green] => 255
[blue] => 255
[alpha] => 255
[pitch] => 0
[advanced] => false
[animation] => Array
(
)
[aniSpeed] => 50
)
[3] => Array
(
[x] => -44.8731
[y] => -19.273
[z] => 0
[scale] => 0.75
[rot] => 2.56982
[file] => Doodads\Ruins\Props\RuinsTrash\RuinsTrash0.mdl
[red] => 255
[green] => 255
[blue] => 255
[alpha] => 255
[pitch] => 0
[advanced] => false
[animation] => Array
(
)
[aniSpeed] => 50
)
[4] => Array
(
[x] => 37.4979
[y] => -37.3704
[z] => 0
[scale] => 0.75
[rot] => 3.48239
[file] => Doodads\Ruins\Props\RuinsTrash\RuinsTrash0.mdl
[red] => 255
[green] => 255
[blue] => 255
[alpha] => 255
[pitch] => 0
[advanced] => false
[animation] => Array
(
)
[aniSpeed] => 50
)
[5] => Array
(
[x] => -10.8809
[y] => -43.2932
[z] => 0
[scale] => 0.5
[rot] => 0.724874
[file] => Doodads\Ruins\Props\RuinsTrash\RuinsTrash0.mdl
[red] => 255
[green] => 255
[blue] => 255
[alpha] => 255
[pitch] => 0
[advanced] => false
[animation] => Array
(
)
[aniSpeed] => 50
)
)
[dmgTable] => Array
(
[0] => Array
(
[id] => MOD_DMG_TO_UNDEAD
[base] => 0.15
[add] => 0
)
)
[triggers] => Array
(
[0] => Array
(
[name] => On Damage
[code] => local integer lvl = tower.getLevel()
local Creep creep = Event.getTarget()
local real sizeFactor = 1.0
if creep.getSize() == SIZE_BOSS then
set sizeFactor = 2.0
endif
if(tower.calcChance((0.05+lvl*0.006)*sizeFactor)) then
call cassimArmor.applyCustomTimed(tower,creep,3,5+lvl*0.25)
endif
[values] => Array
(
[ONDAMAGE_chance] => 1.0
[icon] => ReplaceableTextures\CommandButtons\BTNHeal.blp
[visible] => true
[name] => Afterglow
[short_explain] => Provides a chance to melt some armor of damaged units.
[ONDAMAGE_chanceLevelAdd] => 0
[long_explain] => The Orb has a |cffFFFF805%|r chance to reduce armor of units it damages by |cffFFFF803|r for |cffFFFF805|r seconds. This chance is doubled for bosses.|n|n|cffFF8000Level Bonus:|r|n|cffFFFF80+0.6%|r chance|n|cffFFFF80+0.25|r seconds duration
)
)
[1] => Array
(
[name] => Header
[code] => globals
//@import
BuffType cassimArmor
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
[values] => Array
(
[icon] =>
[visible] => false
[name] =>
[short_explain] =>
[long_explain] =>
)
)
)
[abilities] => Array
(
)
[buffs] => Array
(
)
[units] => Array
(
)
[references] => Array
(
[0] => Array
(
[export] => false
[category] => global
[typ] => BuffType
[name] => cassimArmor
)
)
)