Unstable Current v1 300
lvl: 14
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ID: 226
Author: Finger of Destiny
Rarity: uncommon
Status: Approved
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Unstable Current
Increases the damage against creeps with the armor type hel by 25%.
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Toggle Triggers On Damage
ONDAMAGE_chance: 1.0
goldcost: 300
ONDAMAGE_chanceLevelAdd: 0.0
function onDamage takes Item itm returns nothing
local Creep T = Event.getTarget()
local Tower U = itm.getCarrier()
if T.getArmorType() == ARMOR_HEL then
set Event.damage = Event.damage * 1.25
call SFXOnUnit( "Abilities\\Spells\\Human\\DispelMagic\\DispelMagicTarget.mdl", T.getUnit(), "chest" )
endif
endfunction
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Shrapnel Ammunition v1 300
lvl: 14
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ID: 257
Author: cedi
Rarity: uncommon
Status: Approved
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Description: Used to increase the damage against lua armor.
Shrapnel Munition
Increases the damage against creeps with the armor type lua by 25%.
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Toggle Triggers On Damage
ONDAMAGE_chance: 1.0
goldcost: 300
ONDAMAGE_chanceLevelAdd: 0.0
function onDamage takes Item itm returns nothing
local Creep T = Event.getTarget()
local Tower U = itm.getCarrier()
if T.getArmorType() == ARMOR_LUA then
set Event.damage = Event.damage * 1.25
call SFXOnUnit( "Abilities\\Weapons\\FlyingMachine\\FlyingMachineImpact.mdl", T.getUnit(), "chest" )
endif
endfunction
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Workbench v1 300
lvl: 5
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ID: 275
Author: Boekie
Rarity: unique
Status: Approved
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Description: This bench is used to improve other items.
Improve Item
Every kill increases item quality by 0.15%. The quality improvement is bound to the item.
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Toggle Triggers Header
goldcost: 0
globals
MultiboardValues boekie_itemQualBonus
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
set boekie_itemQualBonus = MultiboardValues.create(1)
call boekie_itemQualBonus.setKey(0,"Workbench")
endfunction
On Item Creation
goldcost: 0
function onCreate takes Item itm returns nothing
set itm.userReal = 0.00
endfunction
On Item Drop
goldcost: 0
function onDrop takes Item itm returns nothing
call itm.getCarrier().modifyProperty( MOD_ITEM_QUALITY_ON_KILL, -itm.userReal )
endfunction
On Item Pickup
goldcost: 0
function onPickup takes Item itm returns nothing
call itm.getCarrier().modifyProperty( MOD_ITEM_QUALITY_ON_KILL, itm.userReal )
endfunction
On Kill
goldcost: 300
function onKill takes Item itm returns nothing
call itm.getCarrier().modifyProperty( MOD_ITEM_QUALITY_ON_KILL, -itm.userReal )
set itm.userReal = itm.userReal + 0.0015
call itm.getCarrier().modifyProperty( MOD_ITEM_QUALITY_ON_KILL, itm.userReal )
endfunction
On Tower Details
goldcost: 0
function onTowerDetails takes Item itm returns MultiboardValues
call boekie_itemQualBonus.setValue(0,formatPercent(itm.userReal,2))
return boekie_itemQualBonus
endfunction
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Magic Conductor v1 300
lvl: 5
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ID: 279
Author: Boekie
Rarity: unique
Status: Approved
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Description: This item is able to transform magic powers into a speed bonus.
Conduct Magic
Whenever the carrier of this item is targeted by a spell it gains +20% attackspeed for 10 seconds. Level Bonus: +0.5% attackspeed |
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Toggle Triggers Header
goldcost: 0
globals
BuffType boekie_magicConductor_buff
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
local Modifier m = Modifier.create()
call m.addModification(MOD_ATTACKSPEED,0.20,0.005)
set boekie_magicConductor_buff = BuffType.create(0.0,0.0,true) //0.0 time since I will apply it custom timed
call boekie_magicConductor_buff.setBuffModifier(m)
call boekie_magicConductor_buff.setBuffIcon('@@0@@')
call boekie_magicConductor_buff.setStackingGroup("boekie_magicConductor")
endfunction
On Spell Target
goldcost: 300
function onSpellTarget takes Item itm returns nothing
local Tower tower = itm.getCarrier()
local integer lvl = tower.getLevel()
call boekie_magicConductor_buff.applyCustomTimed(tower,tower,lvl,10.0)
endfunction
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Survival Kit v1 303
lvl: 14
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ID: 19
Author: Boekie
Rarity: uncommon
Status: Approved
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Description: This kit contains everything you need to survive in the wilderness.
Specials:
+5% exp gain +5% bounty collected +5% item chance +5% item quality |
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Shining Rock v2 320
lvl: 10
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ID: 212
Author: Deemzul
Rarity: rare
Status: Approved
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Description: With this rock, you can shine like Danny.
Fickle Power
Grants 100 flat experience to the holder. The experience is bound to the item and lost on drop. If the tower has less than 100 experience when the item is dropped, the item will drain experience from the next tower it is placed in, up to 100 experience. |
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Toggle Triggers On Item Creation
goldcost: 0
function onCreate takes Item itm returns nothing
set itm.userReal = 100
endfunction
On Item Drop
goldcost: 0
function onDrop takes Item itm returns nothing
local Tower tower = itm.getCarrier()
set itm.userReal = tower.removeExpFlat(100)
endfunction
On Item Pickup
goldcost: 320
function onPickup takes Item itm returns nothing
local Tower tower = itm.getCarrier()
local real r = itm.userReal
if r > 0 then
call tower.addExpFlat(r)
endif
endfunction
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Haunted Hand v1 342
lvl: 11
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ID: 246
Author: Sunken
Rarity: rare
Status: Approved
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Description: A haunted hand with a mind of it's own, it attacks with reckless fervor.
Specials:
Specials: +8% attackspeed (+0.2%/lvl)
Haunted!
This item makes its carrier attack random targets. |
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Toggle Triggers Header
goldcost: 0
globals
endglobals
function attackRandomUnit takes Tower tower returns nothing
local Iterate it = Iterate.overUnitsInRangeOfCaster(tower, TARGET_CREEPS, tower.getRange())
local Creep creep = it.nextRandom()
if creep != 0 then
call it.destroy()
call IssueTargetOrder(tower.getUnit(), "attack", creep.getUnit())
endif
endfunction
function doIt takes nothing returns nothing
local timer t = GetExpiredTimer()
call attackRandomUnit(GetTimerData(t))
call ReleaseTimer(t)
set t = null
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
On Attack
goldcost: -50
ONATTACK_chance: 1.0
ONATTACK_chanceLevelAdd: 0.0
function onAttack takes Item itm returns nothing
local Tower tower = itm.getCarrier()
local timer t
if tower.typ.dmgpt > 0 then
set t = NewTimer()
call SetTimerData(t,tower)
call TimerStart(t, pendingAttacksTimerStep, false, function doIt)
set t = null
else
call attackRandomUnit(tower)
endif
endfunction
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Description: