Glowing Solar Orb v1
40
ID:
385
Family ID:
Author:
MasterCassim
Rarity:
common
Element:
astral
Attack Type:
Energy
Attack Range:
850
Attack CD:
1.3
Damage:
40-40
Status:
Approved

Description:

The blazing light of the sun makes its targets glow, especially undead ones.
Specials:
Splash attack:
   125 AoE: 45% damage
   225 AoE: 15% damage
+15% dmg to undead
Afterglow
The Orb has a 5% chance to reduce armor of units it damages by 2 for 5 seconds. This chance is doubled for bosses.

Level Bonus:
+0.6% chance
+0.25 seconds duration
Download

Toggle Triggers

Header

    globals
      //@export
      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
      local Modifier armor=Modifier.create() 
      call armor.addModification(MOD_ARMOR,0,-1) 
      set cassimArmor=BuffType.create(0,0,false)  //apply custom timed 
      call cassimArmor.setBuffIcon('@@0@@') 
      call cassimArmor.setBuffModifier(armor)
      call cassimArmor.setStackingGroup("astral_armor") 
    endfunction

On Damage

ONDAMAGE_chance: 1.0 ONDAMAGE_chanceLevelAdd: 0
function onDamage takes Tower tower returns nothing
   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,2,5+lvl*0.25)
   endif
endfunction
Glaring Solar Orb v1
250
ID:
389
Family ID:
Author:
MasterCassim
Rarity:
common
Element:
astral
Attack Type:
Energy
Attack Range:
850
Attack CD:
1.3
Damage:
242-242
Status:
Approved

Description:

The blazing light of the sun makes its targets glow, especially undead ones.
Specials:
Splash attack:
   125 AoE: 45% damage
   225 AoE: 20% damage
+15% dmg to undead
Afterglow
The Orb has a 5% chance to reduce armor of units it damages by 3 for 5 seconds. This chance is doubled for bosses.

Level Bonus:
+0.6% chance
+0.25 seconds duration
Download

Toggle Triggers

Header

    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

On Damage

ONDAMAGE_chance: 1.0 ONDAMAGE_chanceLevelAdd: 0
function onDamage takes Tower tower returns nothing
   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
endfunction
Glowing Sun Orb v1
600
ID:
390
Family ID:
Author:
MasterCassim
Rarity:
common
Element:
astral
Attack Type:
Energy
Attack Range:
850
Attack CD:
1.3
Damage:
562-562
Status:
Approved

Description:

The blazing light of the sun makes its targets glow, especially undead ones.
Specials:
Splash attack:
   125 AoE: 50% damage
   225 AoE: 25% damage
+15% dmg to undead
Afterglow
The Orb has a 5% chance to reduce armor of units it damages by 5 for 5 seconds. This chance is doubled for bosses.

Level Bonus:
+0.6% chance
+0.25 seconds duration
Download

Toggle Triggers

Header

    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

On Damage

ONDAMAGE_chance: 1.0 ONDAMAGE_chanceLevelAdd: 0
function onDamage takes Tower tower returns nothing
  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,5,5+lvl*0.25)
   endif
endfunction
Shiny Sun Orb v1
1550
ID:
387
Family ID:
Author:
MasterCassim
Rarity:
common
Element:
astral
Attack Type:
Energy
Attack Range:
850
Attack CD:
1.3
Damage:
1420-1420
Status:
Approved

Description:

The blazing light of the sun makes its targets glow, especially undead ones.
Specials:
Splash attack:
   125 AoE: 50% damage
   225 AoE: 30% damage
+15% dmg to undead
Afterglow
The Orb has a 5% chance to reduce armor of units it damages by 7 for 5 seconds. This chance is doubled for bosses.

Level Bonus:
+0.6% chance
+0.25 seconds duration
Download

Toggle Triggers

Header

    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

On Damage

ONDAMAGE_chance: 1.0 ONDAMAGE_chanceLevelAdd: 0
function onDamage takes Tower tower returns nothing
   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,7,5+lvl*0.25)
   endif
endfunction
Blazing Sun Orb v1
2600
ID:
388
Family ID:
Author:
MasterCassim
Rarity:
common
Element:
astral
Attack Type:
Energy
Attack Range:
850
Attack CD:
1.3
Damage:
2300-2300
Status:
Approved

Description:

The blazing light of the sun makes its targets glow, especially undead ones.
Specials:
Splash attack:
   125 AoE: 55% damage
   225 AoE: 35% damage
+15% dmg to undead
Afterglow
The Orb has a 5% chance to reduce armor of units it damages by 10 for 5 seconds. This chance is doubled for bosses.

Level Bonus:
+0.6% chance
+0.25 seconds duration
Download

Toggle Triggers

Header

    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

On Damage

ONDAMAGE_chance: 1.0 ONDAMAGE_chanceLevelAdd: 0
function onDamage takes Tower tower returns nothing
   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,10,5+lvl*0.25)
   endif
endfunction