Gatling Gun v1
2750
ID:
141
Family ID:
Author:
Boekie
Rarity:
unique
Element:
iron
Attack Type:
Physical
Attack Range:
1000
Attack CD:
1
Damage:
795-795
Abil. Factor:
0.28
Status:
Approved

Description:

A very powerful gun created by the dwarves. It has a chance to fire a burst of projectiles.

Latest Upload Comment:

Restored from 1.10
Specials:
10% crit chance (+0.5%/lvl)
Rapid Gun Fire
Has a 65% chance on attack to shoot an extra projectile. Every extra projectile can be followed up by another projectile, but the chance is reduced by 6% each time. Every extra projectile deals the same amount of damage as a normal attack and has a 10% chance to explode, dealing that damage in 200 AoE around the target. Maximum of 10 extra projectiles per attack.

Level Bonus:
+0.4% chance
+0.3% chance to explode
Sentry
This tower gains 15% attackdamage whenever a creep comes within 800 range of it. Lasts 3 seconds and stacks up to 20 times. 

Level Bonus:
+0.5% damage
+0.05 seconds duration
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Toggle Triggers

Header

    globals
        ProjectileType ball 
        BuffType boekie_sentryBuff
    endglobals
    
    public function hit takes Projectile p, Unit creep returns nothing  
        local Tower tower = p.getCaster()  
        local Effect targetEffect
        
        if tower.calcChance(0.10 + (tower.getLevel()*0.003)) == true then
            set targetEffect = Effect.createScaled("Abilities\\Spells\\Other\\Incinerate\\FireLordDeathExplode.mdl", p.x, p.y, 30.0, 0, 1.6) 
            call targetEffect.setLifetime(1.0) 
            call tower.doAttackDamageAoEUnit(creep, 200, p.userReal*tower.getCurrentAttackDamageWithBonus(),tower.calcAttackMulticrit(0,0,0), 0.0)
        else
            call tower.doAttackDamage(creep,p.userReal*tower.getCurrentAttackDamageWithBonus(),tower.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  
        local Modifier m = Modifier.create()
        set ball = ProjectileType.create("Abilities\\Weapons\\BoatMissile\\BoatMissile.mdl",4,1000)  
        call ball.enableHoming(ProjectileTargetEvent.hit,0)  
        
        set boekie_sentryBuff = BuffType.create(0.0, 0.0, true) 
        call m.addModification(MOD_DAMAGE_ADD_PERC, 0.0, 0.005) 
        call boekie_sentryBuff.setBuffModifier(m) 
        call boekie_sentryBuff.setBuffIcon('@@0@@') 
        call boekie_sentryBuff.setStackingGroup("boekie_sentryBuff") 
    endfunction 

On Attack

ONATTACK_chance: 0.65 ONATTACK_chanceLevelAdd: 0.004
function onAttack takes Tower tower returns nothing
    local Unit target = Event.getTarget()  
    local PeriodicEvent ev = tower.userInt3
    local integer amount = 1 //initial num balls
    //0.1 is the periodic timer. if you change that, change the value here as well
    local integer maxShotsPossible = R2I(tower.getCurrentAttackspeed() / 0.1) 
    local real dmgRatio = 1.0
    
    //increment amount of extra attacks until the chance isn't met or max is reached.
    loop  
        exitwhen tower.calcChance(0.65 + tower.getLevel() * (0.004) - amount * 0.06) == false or amount > 10
        set amount = amount + 1  
    endloop
    
    //if tower cannot release as many projectiles as required, scale the dmg instead!
    if amount > maxShotsPossible then
        set dmgRatio = I2R(amount) / I2R(maxShotsPossible)
        set amount = maxShotsPossible
    endif
    
    //sets the target to shoot balls at and makes the periodic period smaller to get the rapid attack  
    set tower.userInt = target
    set tower.userInt2 = target.getUID()
    set tower.userReal = amount
    set tower.userReal2 = dmgRatio
    call ev.enable()  
endfunction

On Tower Creation

function onCreate takes Tower tower returns nothing
set tower.userInt = 0  //saves current projectile target
set tower.userInt2 = 0 //saves target UID - safety check
set tower.userInt3 = 0  //saves the periodic
set tower.userReal = 0.  //saves number of balls to fire
set tower.userReal2 = 1. //saves the projectile's dmg ratio
endfunction

On Unit Comes In Range

UNITINRANGE_targetType: TARGET_TYPE_CREEPS UNITINRANGE_range: 800
function onUnitInRange takes Tower tower returns nothing
    local integer towerLevel = tower.getLevel()
    local integer buffLevel = 1
    local Buff b = tower.getBuffOfGroup("boekie_sentryBuff")
    
    if b != 0 then
        set buffLevel = IMinBJ(b.userInt + 1, 20)
    endif
    set boekie_sentryBuff.applyCustomTimed(tower, tower, buffLevel * (30 + towerLevel), 3.0 + 0.05 * towerLevel).userInt = buffLevel 
      
endfunction

Periodic

PERIODIC_period: 0.1
function periodic takes Tower tower returns nothing
    local Unit target = tower.userInt
    local Projectile gatlingShot
     
    if tower.userInt3 == 0 then  
        //sets the userInt3 to this periodic event  
        set tower.userInt3 = Event.getCurrentPeriodicEvent()
    endif
    
    //check if target hasn't died
    if target.getUID() != tower.userInt2 then
        call PeriodicEvent(tower.userInt3).disable()
        return
    endif
    
    if tower.userReal > 0 then //balls remain to be shot?
        set gatlingShot = Projectile.createFromPointToUnit(ball,tower,1,0,tower.getX(),tower.getY(),100,target,true,false,false)
        call gatlingShot.setScale(0.4)
        set gatlingShot.userReal = tower.userReal2 //the dmgRatio
        
        set tower.userReal = tower.userReal - 1
        if tower.userReal <= 0 then  //burst attack is over so switch off periodic
            call PeriodicEvent(tower.userInt3).disable()
        endif  
    endif 
endfunction