MacroHard
03-11-2012, 04:06 PM
Basic Hero Info
Str 19 + 2.2
Agi 22 + 2.6
Int 14 + 1.7
Attack Range 600
Movespeed 310
Turnrate 450
Armor -0.10 + 3.08 (agi)
Base Attack Cooldown 1.7
Base Damage 23-29 + 22 (agi)
«game/resources0.s2z/heroes/gunblade/»
hero.entity
<hero
name="Hero_Gunblade"
team="Legion"
icon="icon.tga"
portrait="icon.tga"
model="model.mdf"
skin=""
passiveeffect="effects/body.effect"
spawneffect=""
respawneffect="/shared/effects/respawn.effect"
selectedsound="sounds/voice/select_%.wav"
selectedflavorsound="sounds/voice/select_flavour_%.wav"
confirmmovesound="sounds/voice/move_%.wav"
confirmattacksound="sounds/voice/attack_%.wav"
nomanasound="sounds/voice/no_mana.wav"
cooldownsound="sounds/voice/cooldown.wav"
announcersound="sounds/voice/select_4.wav"
tauntedsound="sounds/voice/taunt_prior.wav"
tauntkillsound="sounds/voice/taunt_after.wav"
preglobalscale="1.5"
modelscale="1"
effectscale="1"
boundsheight="112"
boundsradius="24"
selectionradius="48"
targetoffset="0 0 64"
category="physical"
difficulty="2.5"
movespeed="310"
turnrate="450"
turnsmoothing="0.05"
maxhealth="150"
healthregen="0.25"
maxmana="0"
manaregen="0.01"
armor="-.1"
magicarmor="5.5"
inventory0="Ability_Gunblade1"
inventory1="Ability_Gunblade2"
inventory2="Ability_Gunblade3"
inventory3="Ability_Gunblade4"
inventory4="Ability_AttributeBoost"
inventory5=""
inventory6=""
inventory8="Ability_Taunt"
attackduration="1000"
attackactiontime="400"
attackcooldown="1700"
attackdamagemin="23"
attackdamagemax="29"
attacknumanims="2"
attackoffset="-20 90 135"
attackprojectile="Projectile_StrafeAttack"
attackrange="600"
attackstarteffect=""
attackactioneffect="effects/attack_action.effect"
attackimpacteffect=""
attacktype="ranged"
combattype="Hero"
aggrorange="800"
sightrangeday="1800"
sightrangenight="800"
wanderrange="250"
corpsetime="3300"
corpsefadetime="3000"
corpsefadeeffect="/shared/effects/corpse_sink.effect"
primaryattribute="Agility"
strength="19"
strengthperlevel="2.2"
agility="22"
agilityperlevel="2.6"
intelligence="14"
intelligenceperlevel="1.7"
previewmodel="preview.mdf"
previewpos="0 0 -50"
previewangles="0 0 0"
previewscale="1.35"
storemodel="preview.mdf"
storepos="0 0 -20"
storeangles="0 0 0"
storescale="1.35"
>
<recommendeditem name="Item_ManaPotion" />
<recommendeditem name="Item_MinorTotem" />
<recommendeditem name="Item_RunesOfTheBlight" />
<recommendeditem name="Item_HealthPotion" />
<recommendeditem name="Item_HomecomingStone" />
<recommendeditem name="Item_Soulscream" />
<recommendeditem name="Item_Strength5" />
<recommendeditem name="Item_Steamboots" />
<recommendeditem name="Item_Gloves3" />
<recommendeditem name="Item_Pierce" />
<recommendeditem name="Item_ManaBurn2" />
<recommendeditem name="Item_Weapon3" />
<recommendeditem name="Item_StrengthAgility" />
<recommendeditem name="Item_Lightning2" />
<recommendeditem name="Item_BehemothsHeart" />
<recommendeditem name="Item_Evasion" />
</hero>
Ability 1 - Crippling Slugs
Fires three shots in rapid succession. Each shot deals physical damage and applies a stacking movement slow to all targets hit.
Mana 100
Cooldown 12
Cast range 700 (casting beyond this will fire ability 700 distance in that direction)
Cast action time 0
Fires one shot every 200 ms (first shot happens at 0 ms, final shot happens at 400 ms)
Shots travel for 700 distance at 2500 speed (280 ms lifetime)
Shots have touch radius of 70 units
All enemies struck by the shot take 30/50/70/90 physical damage and a 8/11/14/17% stacking movement slow
Movement slow is a transferable debuff that lasts for 3 seconds
Maximum of 3 charges on the movement slow, up to 51% slow (so using Restoration Stone or duplicate hero mode will not provide 4+ stacks)
Effect type is physical for both damage and slow
«game/resources0.s2z/heroes/gunblade/ability_01/»
ability.entity
<ability
name="Ability_Gunblade1"
icon="icon.tga"
anim="ability_1"
casttime="400"
castactiontime="0"
maxlevel="4"
requiredlevel="1,3,5,7"
actiontype="target_position"
casteffecttype="Physical"
targetscheme="organic_enemy_units"
casteffect=""
passiveeffect=""
manacost="100"
cooldowntime="12000"
frontqueue="true"
inheritmovement="true"
noturntotarget="false"
range="700"
forcerange="700"
allowoutofboundscast="true"
allowoutofrangecast="true"
showlinecast="true"
linecastwidth="70"
linecastrange="700"
>
<onimpact>
<spawnunit name="Gadget_Gunblade_Ability1" target="target_position" proxy="this_entity" pushentity="true" />
<applystate name="State_Gunblade_Ability1_Action" duration="400" proxy="stack_entity" target="source_entity" />
</onimpact>
</ability>
projectile.entity
<projectile
name="Projectile_Gunblade_Ability1"
speed="2500"
gravity="0"
modelscale=".45"
model="effects/projectile/bullet.mdf"
traileffect="effects/projectile/trail.effect"
deatheffect="effects/projectile/death.effect"
canturn="0"
flying="true"
flyheight="120"
touchradius="70"
touchradiusdiradjust="true"
maxtouchespertarget="1"
touchtargetscheme="organic_enemy_units"
toucheffecttype="Physical"
>
<onimpact>
<kill target="proxy_entity" source="" />
</onimpact>
<ontouch>
<playeffect effect="effects/projectile/impact.effect" target="target_entity" source="target_entity" />
<combatevent effecttype="AbilityBasedProjectile">
<onimpact>
<damage effecttype="Physical" amount="30,50,70,90" b="1" op="mult" />
<applystate name="State_Gunblade_Ability1_Slow" target="target_entity" duration="3000" />
</onimpact>
</combatevent>
</ontouch>
</projectile>
state_action.entitly
<state
name="State_Gunblade_Ability1_Action"
ishidden="true"
immobilized2="true"
impactinterval="200"
modifierkey="Gunblade_1_active"
>
<onframe>
<condition target="source_entity" test="hastrait stunned or hastrait silenced">
<expire />
</condition>
</onframe>
<oninflict>
<spawnprojectile name="Projectile_Gunblade_Ability1" source="source_entity" target="this_proxy_position" proxy="stack_entity" offset="25 75 -200" />
<playeffect effect="effects/gun_right.effect" target="source_entity" />
</oninflict>
<onimpact>
<spawnprojectile name="Projectile_Gunblade_Ability1" source="source_entity" target="this_proxy_position" proxy="stack_entity" offset="-25 75 -200" />
<playeffect effect="effects/gun_left.effect" target="source_entity" />
</onimpact>
<onexpired>
<kill target="proxy_entity" source="" />
</onexpired>
</state>
state_slow
<state
name="State_Gunblade_Ability1_Slow"
icon="icon.tga"
passiveeffect="effects/state.effect"
movespeedslowpercharge="0.08,0.11,0.14,0.17"
maxcharges="3"
effecttype="StatusDebuff"
allowtransfer="true"
>
<oninflict>
<addcharges count="1" />
</oninflict>
<onrefresh>
<addcharges count="1" />
</onrefresh>
</state>
Ability 2 - Demonic Shield
Creates a shield on himself that absorbs all incoming damage while increasing movement speed
Mana 65
Cooldown 18
Cast range self
Cast action time 200
Damage absorbed is 60/100/140/180 + 0.75/1.00/1.25/1.50*agility
Grants 20/40/60/80 bonus to base movement speed
Shield lasts for 8 seconds or until depleted
Movement speed lasts for full 8 seconds even if shield is depleted
Maximum shield strength of 550 damage
Maximum shield strength occurs at 246.7 agility
Shield absorbs 100% of post-mitigated damage (all damage types)
Order that multiple shields block damage:
Nome's Wisdom Shield/Barrier Idol/Chipper's Shield -> MOA's ultimate/Accursed Fire Shield/Demonic Shield -> Actual Health Pool
For shields within the same rank (separated by "/"), order works on a first-in-first-out basis. For example, if Barrier Idol is applied before Chipper's Shield then the Barrier Idol will block damage first.
Effect type is status buff, and can be purged or transfered
«game/resources0.s2z/heroes/gunblade/ability_02/»
ability.entity
<ability
name="Ability_Gunblade2"
statuseffecttooltip="State_Accursed_Ability2"
icon="icon.tga"
passiveeffect=""
anim="ability_2"
casttime="200"
castactiontime="200"
maxlevel="4"
requiredlevel="1,3,5,7"
frontqueue="true"
actiontype="no_target"
targetscheme="self"
manacost="65"
cooldowntime="18000"
casteffecttype="Magic"
>
<onimpact>
<applystate target="source_entity" name="State_Gunblade_Ability2" duration="8000" />
</onimpact>
</ability>
state.entity
<statenetaccum
name="State_Gunblade_Ability2"
icon="icon.tga"
passiveeffect="effects/state.effect"
effecttype="StatusBuff"
allowtransfer="true"
movespeed="20,40,60,80"
displaylevel="true"
shield="true"
maxaccumulator="550"
>
<oninflict>
<setvar1 source="source_entity" a="source_agility" b="0.75,1,1.25,1.5" op="mult" />
<setaccumulator value="result" valueb="60,100,140,180" valueop="add" />
</oninflict>
<ondamaged>
<setvar0 a="source_damage" b="1" op="mult" />
<compare a="var0" b="accumulator" op="ge">
<evaluate a="var0" b="accumulator" op="sub" />
<changedamage b="result" op="min" />
<expire />
</compare>
<else>
<changedamage b="0" op="mult" />
<evaluate a="accumulator" b="var0" op="sub" />
<setaccumulator value="result" />
</else>
</ondamaged>
<onattackedpostimpact>
<playeffect effect="effects/impact.effect" source="source_entity"/>
</onattackedpostimpact>
<onexpired>
<playeffect effect="effects/state_expire.effect" source="source_entity"/>
</onexpired>
</statenetaccum>
Ability 3 - Lethal Range
Passive. Gives Gunblade bonus damage the closer he is to his target.
Mana n/a
Cooldown n/a
Cast range n/a
Regular attacks against heroes deal bonus damage up to 30/40/50/60% of base damage to targets within 200 distance
Bonus damage scales off to 0% at 600 range
For distances between 200 and 600, formula is (.3/.4/.5/.6)*(600 - distance)/400
Bonus damage works as if it were a damage item (crits, lifesteal, harkon's conversion, etc all apply)
Bonus damage is calculated at the time Gunblade begins his attack (not the distance the attack projectile travels, nor the distance of target when projectile impacts)
Lethal Range works on heroes only (not creeps, neutrals, or bosses)
«game/resources0.s2z/heroes/gunblade/ability_03/»
ability.entity
<ability
name="Ability_Gunblade3"
icon="icon.tga"
statuseffecttooltip=""
maxlevel="4"
requiredlevel="1,3,5,7"
actiontype="passive"
>
<onattack>
<targettype type="hero" >
<distance target="target_entity" source="source_entity" />
<setvar0 a="result" />
<condition test="var0 le 200" >
<bonusdamageadd target="" a="0.3,0.4,0.5,0.6" b="combat_basedamage" op="mult"/>
</condition>
<condition test="var0 ge 600" />
<else>
<condition test="var0 gt 200" >
<setvar1 a="var0" b="200" op="sub" />
<evaluate a="result" b="401" op="sub" />
<evaluate a="result" b="-1" op="mult" />
<evaluate a="result" b="400" op="div" />
<setvar2 a="result" b="1" op="mult" />
<setvar3 a="0.3,0.4,0.5,0.6" b="combat_basedamage" op="mult" />
<bonusdamageadd target="" a="var2" b="var3" op="mult"/>
</condition>
</else>
</targettype>
</onattack>
<onimpact />
</ability>
Ability 4 - Grappling Shot
Gunblade fires a grappling hook to a target enemy hero and pulls himself to it. Damages, stuns, and lowers physical armor of target.
Mana 100/125/150
Cooldown 90/75/60
Cast range 500/600/700
Cast action time 300
Launches Gunblade at target enemy hero
Deals 100/200/300 magic damage and stuns for 1 second
Target receives -3/-5/-7 physical armor for 5 seconds
Cast effect is of type "Magic"
The armor debuff is a no effect type state, and therefore cannot be purged or transfered
Using Grappling Shot unbinds self prior to launching
Grappling Shot can be used while immobilized
«game/resources0.s2z/heroes/gunblade/ability_04/»
ability.entity
<ability
name="Ability_Gunblade4"
icon="icon.tga"
anim="ability_4"
casttime="600"
castactiontime="300"
casteffect="effects/cast.effect"
maxlevel="3"
requiredlevel="6,11,16"
actiontype="target_entity"
targetscheme="enemy_heroes"
casteffecttype="Magic"
range="500,600,700"
manacost="100,125,150"
cooldowntime="90000,75000,60000"
>
<onimpact>
<damage effecttype="Magic" amount="100,200,300" target="target_entity" />
<cantarget effecttype="Push">
<distance />
<evaluate a="result" b="100" op="sub" />
<setvar0 a="result" b="500,600,700" op="min" />
<setpos0 position="source_position" positionend="target_position" positionmodifier="pointonline" positionvalue="var0" />
<unbind target="source_entity" />
<spawnprojectile name="Projectile_Gunblade_Ability4" source="source_position" target="pos0" bind="source_entity" bindstate="State_MasterOfArms_Ability1_Mag_Bind" noresponse="true" />
<spawnprojectile name="Projectile_Gunblade_Ability4_Art" source="source_entity" target="target_entity" offset="10 300 100" />
<applystate name="State_Gunblade_Ability4_Reduced" target="target_entity" duration="5000" />
<applystate name="State_Stunned" target="target_entity" duration="1000" />
</cantarget>
<playanim name="idle" source="source_entity"/>
</onimpact>
</ability>
state_reduced.entity
<state
name="State_Gunblade_Ability4_Reduced"
ishidden="false"
icon="icon.tga"
armor="-3,-5,-7"
passiveeffect="effects/state_enemy.effect"
>
</state>
Str 19 + 2.2
Agi 22 + 2.6
Int 14 + 1.7
Attack Range 600
Movespeed 310
Turnrate 450
Armor -0.10 + 3.08 (agi)
Base Attack Cooldown 1.7
Base Damage 23-29 + 22 (agi)
«game/resources0.s2z/heroes/gunblade/»
hero.entity
<hero
name="Hero_Gunblade"
team="Legion"
icon="icon.tga"
portrait="icon.tga"
model="model.mdf"
skin=""
passiveeffect="effects/body.effect"
spawneffect=""
respawneffect="/shared/effects/respawn.effect"
selectedsound="sounds/voice/select_%.wav"
selectedflavorsound="sounds/voice/select_flavour_%.wav"
confirmmovesound="sounds/voice/move_%.wav"
confirmattacksound="sounds/voice/attack_%.wav"
nomanasound="sounds/voice/no_mana.wav"
cooldownsound="sounds/voice/cooldown.wav"
announcersound="sounds/voice/select_4.wav"
tauntedsound="sounds/voice/taunt_prior.wav"
tauntkillsound="sounds/voice/taunt_after.wav"
preglobalscale="1.5"
modelscale="1"
effectscale="1"
boundsheight="112"
boundsradius="24"
selectionradius="48"
targetoffset="0 0 64"
category="physical"
difficulty="2.5"
movespeed="310"
turnrate="450"
turnsmoothing="0.05"
maxhealth="150"
healthregen="0.25"
maxmana="0"
manaregen="0.01"
armor="-.1"
magicarmor="5.5"
inventory0="Ability_Gunblade1"
inventory1="Ability_Gunblade2"
inventory2="Ability_Gunblade3"
inventory3="Ability_Gunblade4"
inventory4="Ability_AttributeBoost"
inventory5=""
inventory6=""
inventory8="Ability_Taunt"
attackduration="1000"
attackactiontime="400"
attackcooldown="1700"
attackdamagemin="23"
attackdamagemax="29"
attacknumanims="2"
attackoffset="-20 90 135"
attackprojectile="Projectile_StrafeAttack"
attackrange="600"
attackstarteffect=""
attackactioneffect="effects/attack_action.effect"
attackimpacteffect=""
attacktype="ranged"
combattype="Hero"
aggrorange="800"
sightrangeday="1800"
sightrangenight="800"
wanderrange="250"
corpsetime="3300"
corpsefadetime="3000"
corpsefadeeffect="/shared/effects/corpse_sink.effect"
primaryattribute="Agility"
strength="19"
strengthperlevel="2.2"
agility="22"
agilityperlevel="2.6"
intelligence="14"
intelligenceperlevel="1.7"
previewmodel="preview.mdf"
previewpos="0 0 -50"
previewangles="0 0 0"
previewscale="1.35"
storemodel="preview.mdf"
storepos="0 0 -20"
storeangles="0 0 0"
storescale="1.35"
>
<recommendeditem name="Item_ManaPotion" />
<recommendeditem name="Item_MinorTotem" />
<recommendeditem name="Item_RunesOfTheBlight" />
<recommendeditem name="Item_HealthPotion" />
<recommendeditem name="Item_HomecomingStone" />
<recommendeditem name="Item_Soulscream" />
<recommendeditem name="Item_Strength5" />
<recommendeditem name="Item_Steamboots" />
<recommendeditem name="Item_Gloves3" />
<recommendeditem name="Item_Pierce" />
<recommendeditem name="Item_ManaBurn2" />
<recommendeditem name="Item_Weapon3" />
<recommendeditem name="Item_StrengthAgility" />
<recommendeditem name="Item_Lightning2" />
<recommendeditem name="Item_BehemothsHeart" />
<recommendeditem name="Item_Evasion" />
</hero>
Ability 1 - Crippling Slugs
Fires three shots in rapid succession. Each shot deals physical damage and applies a stacking movement slow to all targets hit.
Mana 100
Cooldown 12
Cast range 700 (casting beyond this will fire ability 700 distance in that direction)
Cast action time 0
Fires one shot every 200 ms (first shot happens at 0 ms, final shot happens at 400 ms)
Shots travel for 700 distance at 2500 speed (280 ms lifetime)
Shots have touch radius of 70 units
All enemies struck by the shot take 30/50/70/90 physical damage and a 8/11/14/17% stacking movement slow
Movement slow is a transferable debuff that lasts for 3 seconds
Maximum of 3 charges on the movement slow, up to 51% slow (so using Restoration Stone or duplicate hero mode will not provide 4+ stacks)
Effect type is physical for both damage and slow
«game/resources0.s2z/heroes/gunblade/ability_01/»
ability.entity
<ability
name="Ability_Gunblade1"
icon="icon.tga"
anim="ability_1"
casttime="400"
castactiontime="0"
maxlevel="4"
requiredlevel="1,3,5,7"
actiontype="target_position"
casteffecttype="Physical"
targetscheme="organic_enemy_units"
casteffect=""
passiveeffect=""
manacost="100"
cooldowntime="12000"
frontqueue="true"
inheritmovement="true"
noturntotarget="false"
range="700"
forcerange="700"
allowoutofboundscast="true"
allowoutofrangecast="true"
showlinecast="true"
linecastwidth="70"
linecastrange="700"
>
<onimpact>
<spawnunit name="Gadget_Gunblade_Ability1" target="target_position" proxy="this_entity" pushentity="true" />
<applystate name="State_Gunblade_Ability1_Action" duration="400" proxy="stack_entity" target="source_entity" />
</onimpact>
</ability>
projectile.entity
<projectile
name="Projectile_Gunblade_Ability1"
speed="2500"
gravity="0"
modelscale=".45"
model="effects/projectile/bullet.mdf"
traileffect="effects/projectile/trail.effect"
deatheffect="effects/projectile/death.effect"
canturn="0"
flying="true"
flyheight="120"
touchradius="70"
touchradiusdiradjust="true"
maxtouchespertarget="1"
touchtargetscheme="organic_enemy_units"
toucheffecttype="Physical"
>
<onimpact>
<kill target="proxy_entity" source="" />
</onimpact>
<ontouch>
<playeffect effect="effects/projectile/impact.effect" target="target_entity" source="target_entity" />
<combatevent effecttype="AbilityBasedProjectile">
<onimpact>
<damage effecttype="Physical" amount="30,50,70,90" b="1" op="mult" />
<applystate name="State_Gunblade_Ability1_Slow" target="target_entity" duration="3000" />
</onimpact>
</combatevent>
</ontouch>
</projectile>
state_action.entitly
<state
name="State_Gunblade_Ability1_Action"
ishidden="true"
immobilized2="true"
impactinterval="200"
modifierkey="Gunblade_1_active"
>
<onframe>
<condition target="source_entity" test="hastrait stunned or hastrait silenced">
<expire />
</condition>
</onframe>
<oninflict>
<spawnprojectile name="Projectile_Gunblade_Ability1" source="source_entity" target="this_proxy_position" proxy="stack_entity" offset="25 75 -200" />
<playeffect effect="effects/gun_right.effect" target="source_entity" />
</oninflict>
<onimpact>
<spawnprojectile name="Projectile_Gunblade_Ability1" source="source_entity" target="this_proxy_position" proxy="stack_entity" offset="-25 75 -200" />
<playeffect effect="effects/gun_left.effect" target="source_entity" />
</onimpact>
<onexpired>
<kill target="proxy_entity" source="" />
</onexpired>
</state>
state_slow
<state
name="State_Gunblade_Ability1_Slow"
icon="icon.tga"
passiveeffect="effects/state.effect"
movespeedslowpercharge="0.08,0.11,0.14,0.17"
maxcharges="3"
effecttype="StatusDebuff"
allowtransfer="true"
>
<oninflict>
<addcharges count="1" />
</oninflict>
<onrefresh>
<addcharges count="1" />
</onrefresh>
</state>
Ability 2 - Demonic Shield
Creates a shield on himself that absorbs all incoming damage while increasing movement speed
Mana 65
Cooldown 18
Cast range self
Cast action time 200
Damage absorbed is 60/100/140/180 + 0.75/1.00/1.25/1.50*agility
Grants 20/40/60/80 bonus to base movement speed
Shield lasts for 8 seconds or until depleted
Movement speed lasts for full 8 seconds even if shield is depleted
Maximum shield strength of 550 damage
Maximum shield strength occurs at 246.7 agility
Shield absorbs 100% of post-mitigated damage (all damage types)
Order that multiple shields block damage:
Nome's Wisdom Shield/Barrier Idol/Chipper's Shield -> MOA's ultimate/Accursed Fire Shield/Demonic Shield -> Actual Health Pool
For shields within the same rank (separated by "/"), order works on a first-in-first-out basis. For example, if Barrier Idol is applied before Chipper's Shield then the Barrier Idol will block damage first.
Effect type is status buff, and can be purged or transfered
«game/resources0.s2z/heroes/gunblade/ability_02/»
ability.entity
<ability
name="Ability_Gunblade2"
statuseffecttooltip="State_Accursed_Ability2"
icon="icon.tga"
passiveeffect=""
anim="ability_2"
casttime="200"
castactiontime="200"
maxlevel="4"
requiredlevel="1,3,5,7"
frontqueue="true"
actiontype="no_target"
targetscheme="self"
manacost="65"
cooldowntime="18000"
casteffecttype="Magic"
>
<onimpact>
<applystate target="source_entity" name="State_Gunblade_Ability2" duration="8000" />
</onimpact>
</ability>
state.entity
<statenetaccum
name="State_Gunblade_Ability2"
icon="icon.tga"
passiveeffect="effects/state.effect"
effecttype="StatusBuff"
allowtransfer="true"
movespeed="20,40,60,80"
displaylevel="true"
shield="true"
maxaccumulator="550"
>
<oninflict>
<setvar1 source="source_entity" a="source_agility" b="0.75,1,1.25,1.5" op="mult" />
<setaccumulator value="result" valueb="60,100,140,180" valueop="add" />
</oninflict>
<ondamaged>
<setvar0 a="source_damage" b="1" op="mult" />
<compare a="var0" b="accumulator" op="ge">
<evaluate a="var0" b="accumulator" op="sub" />
<changedamage b="result" op="min" />
<expire />
</compare>
<else>
<changedamage b="0" op="mult" />
<evaluate a="accumulator" b="var0" op="sub" />
<setaccumulator value="result" />
</else>
</ondamaged>
<onattackedpostimpact>
<playeffect effect="effects/impact.effect" source="source_entity"/>
</onattackedpostimpact>
<onexpired>
<playeffect effect="effects/state_expire.effect" source="source_entity"/>
</onexpired>
</statenetaccum>
Ability 3 - Lethal Range
Passive. Gives Gunblade bonus damage the closer he is to his target.
Mana n/a
Cooldown n/a
Cast range n/a
Regular attacks against heroes deal bonus damage up to 30/40/50/60% of base damage to targets within 200 distance
Bonus damage scales off to 0% at 600 range
For distances between 200 and 600, formula is (.3/.4/.5/.6)*(600 - distance)/400
Bonus damage works as if it were a damage item (crits, lifesteal, harkon's conversion, etc all apply)
Bonus damage is calculated at the time Gunblade begins his attack (not the distance the attack projectile travels, nor the distance of target when projectile impacts)
Lethal Range works on heroes only (not creeps, neutrals, or bosses)
«game/resources0.s2z/heroes/gunblade/ability_03/»
ability.entity
<ability
name="Ability_Gunblade3"
icon="icon.tga"
statuseffecttooltip=""
maxlevel="4"
requiredlevel="1,3,5,7"
actiontype="passive"
>
<onattack>
<targettype type="hero" >
<distance target="target_entity" source="source_entity" />
<setvar0 a="result" />
<condition test="var0 le 200" >
<bonusdamageadd target="" a="0.3,0.4,0.5,0.6" b="combat_basedamage" op="mult"/>
</condition>
<condition test="var0 ge 600" />
<else>
<condition test="var0 gt 200" >
<setvar1 a="var0" b="200" op="sub" />
<evaluate a="result" b="401" op="sub" />
<evaluate a="result" b="-1" op="mult" />
<evaluate a="result" b="400" op="div" />
<setvar2 a="result" b="1" op="mult" />
<setvar3 a="0.3,0.4,0.5,0.6" b="combat_basedamage" op="mult" />
<bonusdamageadd target="" a="var2" b="var3" op="mult"/>
</condition>
</else>
</targettype>
</onattack>
<onimpact />
</ability>
Ability 4 - Grappling Shot
Gunblade fires a grappling hook to a target enemy hero and pulls himself to it. Damages, stuns, and lowers physical armor of target.
Mana 100/125/150
Cooldown 90/75/60
Cast range 500/600/700
Cast action time 300
Launches Gunblade at target enemy hero
Deals 100/200/300 magic damage and stuns for 1 second
Target receives -3/-5/-7 physical armor for 5 seconds
Cast effect is of type "Magic"
The armor debuff is a no effect type state, and therefore cannot be purged or transfered
Using Grappling Shot unbinds self prior to launching
Grappling Shot can be used while immobilized
«game/resources0.s2z/heroes/gunblade/ability_04/»
ability.entity
<ability
name="Ability_Gunblade4"
icon="icon.tga"
anim="ability_4"
casttime="600"
castactiontime="300"
casteffect="effects/cast.effect"
maxlevel="3"
requiredlevel="6,11,16"
actiontype="target_entity"
targetscheme="enemy_heroes"
casteffecttype="Magic"
range="500,600,700"
manacost="100,125,150"
cooldowntime="90000,75000,60000"
>
<onimpact>
<damage effecttype="Magic" amount="100,200,300" target="target_entity" />
<cantarget effecttype="Push">
<distance />
<evaluate a="result" b="100" op="sub" />
<setvar0 a="result" b="500,600,700" op="min" />
<setpos0 position="source_position" positionend="target_position" positionmodifier="pointonline" positionvalue="var0" />
<unbind target="source_entity" />
<spawnprojectile name="Projectile_Gunblade_Ability4" source="source_position" target="pos0" bind="source_entity" bindstate="State_MasterOfArms_Ability1_Mag_Bind" noresponse="true" />
<spawnprojectile name="Projectile_Gunblade_Ability4_Art" source="source_entity" target="target_entity" offset="10 300 100" />
<applystate name="State_Gunblade_Ability4_Reduced" target="target_entity" duration="5000" />
<applystate name="State_Stunned" target="target_entity" duration="1000" />
</cantarget>
<playanim name="idle" source="source_entity"/>
</onimpact>
</ability>
state_reduced.entity
<state
name="State_Gunblade_Ability4_Reduced"
ishidden="false"
icon="icon.tga"
armor="-3,-5,-7"
passiveeffect="effects/state_enemy.effect"
>
</state>