MacroHard
04-08-2012, 07:41 PM
Basic Hero Info
Str 18 + 2.0
Agi 24 + 2.6 (primary)
Int 13 + 1.4
Attack Range 550
Movespeed 295
Turnrate 540
Base Armor -0.86
Base Attack Cooldown 1.7
Base Damage 23-27 + 24 (agi)
Level 1 Health 492
Level 1 Armor 2.5
Level 25 Health 1784
Level 25 Armor 14.036
«game/resources0.s2z/heroes/artillery/»
hero.entity
<hero
name="Hero_Artillery"
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/hero_select.wav"
tauntedsound="sounds/voice/taunt_prior.wav"
tauntkillsound="sounds/voice/taunt_after.wav"
preglobalscale="1.45"
modelscale="1"
effectscale="0.9"
boundsheight="112"
boundsradius="24"
selectionradius="48"
targetoffset="15 75 90"
infoheight="200"
category="physical"
difficulty="2"
movespeed="295"
turnrate="540"
turnsmoothing="0.075"
maxhealth="150"
healthregen="0.25"
maxmana="0"
manaregen="0.01"
armor="-.86"
magicarmor="5.5"
inventory0="Ability_Artillery1"
inventory1="Ability_Artillery2"
inventory2="Ability_Artillery3"
inventory3="Ability_Artillery4"
inventory4="Ability_AttributeBoost"
inventory5="Ability_Artillery1a"
inventory6=""
inventory8="Ability_Taunt"
attackduration="1000"
attackactiontime="350"
attackcooldown="1700"
attackdamagemin="23"
attackdamagemax="27"
attacknumanims="1"
attackoffset="17 150 115"
attackprojectile="Projectile_Artillery"
attackrange="550"
attackstarteffect=""
attackactioneffect=""
attackimpacteffect=""
attacktype="ranged"
combattype="Hero"
aggrorange="800"
sightrangeday="1800"
sightrangenight="800"
wanderrange="250"
primaryattribute="Agility"
strength="18"
strengthperlevel="2.0"
agility="24"
agilityperlevel="2.6"
intelligence="13"
intelligenceperlevel="1.4"
previewmodel="preview.mdf"
previewpos="0 0 -90"
previewangles="0 0 0"
previewscale="1.3"
storemodel="preview.mdf"
storepos="0 0 -30"
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_FlamingEye" />
<recommendeditem name="Item_Strength5" />
<recommendeditem name="Item_Striders" />
<recommendeditem name="Item_Intelligence7" />
<recommendeditem name="Item_PortalKey" />
<recommendeditem name="Item_Evasion" />
<recommendeditem name="Item_Morph" />
<modifier key="frost" modpriority="80"
attackprojectile="Projectile_Frost"
>
</modifier>
<modifier key="Alt" modpriority="1"
preglobalscale="1.82"
altavatar="true"
icon="alt/icon.tga"
portrait="alt/icon.tga"
model="alt/model.mdf"
previewmodel="alt/preview.mdf"
previewpos="0 0 -50"
previewangles="0 0 0"
previewscale="1.8"
attackoffset="17 100 115"
selectedsound="alt/sounds/voice/select_%.wav"
selectedflavorsound="alt/sounds/voice/select_flavour_%.wav"
confirmmovesound="alt/sounds/voice/move_%.wav"
confirmattacksound="alt/sounds/voice/attack_%.wav"
nomanasound="alt/sounds/voice/no_mana.wav"
cooldownsound="alt/sounds/voice/cooldown.wav"
tauntedsound="alt/sounds/voice/taunt_prior.wav"
tauntkillsound="alt/sounds/voice/taunt_after.wav"
storemodel="preview.mdf"
storepos="0 0 -30"
storeangles="0 0 0"
storescale="1.35"
>
</modifier>
</hero>
Ability 1 - LRM (Long Ranged Missiles)
After 0.5 seconds, fires 4 missiles per second for 4 seconds at target area, dealing physical damage to all enemies struck based on attack damage. Artillery can turn while firing LRMs.
Mana 80/85/90/95
Cooldown 12
Cast range 1500 (casting beyond this will fire ability 1500 distance in that direction)
Cast action time 500
Fires one missile every 250 ms (first missile fires at 500 ms, final missile fires at 4500 ms)
Missiles travel for 1500 distance at 1800 speed (830 ms lifetime)
Missiles have touch radius of 100 units
All enemy heroes struck by a missile take 15 + 10/17/24/31% of Artillery's attack damage (including items) in physical damage
Creeps, neutrals, and bosses only take 60% damage
While channeling, activate again to change direction of missiles
The trajectory of the missiles may be changed every 200 ms until ability ends
Missiles benefit from Fragmentation Shells
Touch type, effect type, and damage type are physical
«game/resources0.s2z/heroes/artillery/ability_01/»
ability.entity
<ability
name="Ability_Artillery1"
icon="icon.tga"
castactiontime="500"
casttime="0"
casteffect="effects/ready_sound.effect"
anim="ability_1"
ischanneling="true"
channeltime="4000"
maxlevel="4"
requiredlevel="1,3,5,7"
actiontype="target_position"
manacost="80,85,90,95"
cooldowntime="12000"
range="1500"
forcerange="1500"
allowoutofboundscast="true"
allowoutofrangecast="true"
>
<onimpact>
<applystate name="State_Artillery_Ability1" ischannel="true" target="source_entity" />
</onimpact>
<modifier key="Artillery_Machinegun" modpriority="100"
interface="single_plus_one"
/>
</ability>
ability_a.entity
<ability
name="Ability_Artillery1a"
icon="icon.tga"
castactiontime="0"
casttime="0"
actiontype="target_cursor"
manacost="0"
cooldowntime="200"
baselevel="0"
maxlevel="1"
disabled="true"
noninterrupting="true"
noresponse="true"
frontqueue="true"
inheritmovement="true"
range="1000"
forcerange="1000"
allowoutofboundscast="true"
allowoutofrangecast="true"
>
<onimpact>
</onimpact>
<modifier key="Artillery_Machinegun" modpriority="90"
disabled="false"
baselevel="1"
keyslot="0"
/>
</ability>
projectile.entitly
<projectile
name="Projectile_Artillery_Ability1"
speed="1800"
gravity="0"
modelscale="0.55"
model="/shared/models/invis.mdf"
traileffect="effects/trail.effect"
deatheffect="effects/death.effect"
impacteffect="effects/impact.effect"
canturn="false"
flying="true"
flyheight="125"
touchradius="100"
maxtouchespertarget="1"
touchtargetscheme="enemy_units"
toucheffecttype="Physical"
touchradiusdiradjust="true"
>
<ontouch>
<targettype type="hero" >
<playeffect effect="effects/impact.effect" target="target_entity" source="target_entity"/>
<setvar0 a="source_attackdamage" b="0.1,0.17,0.24,0.31" op="mult" />
<setvar0 a="var0" b="15" op="add" />
<damage effecttype="Physical" amount="1" b="var0" op="mult" />
</targettype>
<else>
<playeffect effect="effects/impact.effect" target="target_entity" source="target_entity"/>
<setvar0 a="source_attackdamage" b="0.06,0.102,0.144,0.186" op="mult" />
<setvar0 a="var0" b="9" op="add" />
<damage effecttype="Physical" amount="1" b="var0" op="mult" />
</else>
</ontouch>
<modifier key="Artillery_W1" modpriority="10" >
<ontouch>
<targettype type="hero" >
<playeffect effect="effects/impact.effect" target="target_entity" source="target_entity"/>
<setvar0 a="source_attackdamage" b="0.1,0.17,0.24,0.31" op="mult" />
<setvar0 a="var0" b="15" op="add" />
<damage effecttype="Physical" amount="1" b="var0" op="mult" />
<applystate name="State_Artillery_Ability2_1" duration="3000" />
</targettype>
<else>
<playeffect effect="effects/impact.effect" target="target_entity" source="target_entity"/>
<setvar0 a="source_attackdamage" b="0.06,0.102,0.144,0.186" op="mult" />
<setvar0 a="var0" b="9" op="add" />
<damage effecttype="Physical" amount="1" b="var0" op="mult" />
<applystate name="State_Artillery_Ability2_1" duration="3000" />
</else>
</ontouch>
</modifier>
<modifier key="Artillery_W2" modpriority="10" >
<ontouch>
<targettype type="hero" >
<playeffect effect="effects/impact.effect" target="target_entity" source="target_entity"/>
<setvar0 a="source_attackdamage" b="0.1,0.17,0.24,0.31" op="mult" />
<setvar0 a="var0" b="15" op="add" />
<damage effecttype="Physical" amount="1" b="var0" op="mult" />
<applystate name="State_Artillery_Ability2_2" duration="3000" />
</targettype>
<else>
<playeffect effect="/heroes/artillery/projectile/effects/impact.effect" target="target_entity" source="target_entity"/>
<setvar0 a="source_attackdamage" b="0.06,0.102,0.144,0.186" op="mult" />
<setvar0 a="var0" b="9" op="add" />
<damage effecttype="Physical" amount="1" b="var0" op="mult" />
<applystate name="State_Artillery_Ability2_2" duration="3000" />
</else>
</ontouch>
</modifier>
<modifier key="Artillery_W3" modpriority="10" >
<ontouch>
<targettype type="hero" >
<playeffect effect="effects/impact.effect" target="target_entity" source="target_entity"/>
<setvar0 a="source_attackdamage" b="0.1,0.17,0.24,0.31" op="mult" />
<setvar0 a="var0" b="15" op="add" />
<damage effecttype="Physical" amount="1" b="var0" op="mult" />
<applystate name="State_Artillery_Ability2_3" duration="3000" />
</targettype>
<else>
<playeffect effect="effects/impact.effect" target="target_entity" source="target_entity"/>
<setvar0 a="source_attackdamage" b="0.06,0.102,0.144,0.186" op="mult" />
<setvar0 a="var0" b="9" op="add" />
<damage effecttype="Physical" amount="1" b="var0" op="mult" />
<applystate name="State_Artillery_Ability2_3" duration="3000" />
</else>
</ontouch>
</modifier>
<modifier key="Artillery_W4" modpriority="10" >
<ontouch>
<targettype type="hero" >
<playeffect effect="effects/impact.effect" target="target_entity" source="target_entity"/>
<setvar0 a="source_attackdamage" b="0.1,0.17,0.24,0.31" op="mult" />
<setvar0 a="var0" b="15" op="add" />
<damage effecttype="Physical" amount="1" b="var0" op="mult" />
<applystate name="State_Artillery_Ability2_4" duration="3000" />
</targettype>
<else>
<playeffect effect="effects/impact.effect" target="target_entity" source="target_entity"/>
<setvar0 a="source_attackdamage" b="0.06,0.102,0.144,0.186" op="mult" />
<setvar0 a="var0" b="9" op="add" />
<damage effecttype="Physical" amount="1" b="var0" op="mult" />
<applystate name="State_Artillery_Ability2_4" duration="3000" />
</else>
</ontouch>
</modifier>
</projectile>
state.entity
<state
name="State_Artillery_Ability1"
icon="icon.tga"
passiveeffect=""
effecttype=""
impactinterval="250"
modifierkey="Artillery_Machinegun"
>
<oninflict>
<setpos0 position="source_position" offsetspace="source_entity" offset="0 1500 0" />
<spawnprojectile name="Projectile_Artillery_Ability1" source="source_entity" offset="-30 35 0" target="pos0" noresponse="true" />
</oninflict>
<onimpact>
<setpos0 position="source_position" offsetspace="source_entity" offset="0 1500 0" />
<spawnprojectile name="Projectile_Artillery_Ability1" source="source_entity" offset="-30 35 0" target="pos0" noresponse="true" />
</onimpact>
</state>
Ability 2 - Fragmentation Shells
Passively adds a 7% stacking slow to all of Artillery's regular attacks and LRM.
Mana n/a
Cooldown n/a
Passive
Enemies hit by Artillery's regular attack or LRM receive a charge of Fragmentation Shells
7% stacking slow per charge
Maximum of 2/3/4/5 charges
Slow lasts for 3 seconds
Adding a charge refreshes duration for all charges
Slow is a debuff that can be purged or transferred
This ability is an exclusive attack modifier, and stacks with all other attack modifiers
«game/resources0.s2z/heroes/artillery/ability_02/»
ability.entity
<ability
name="Ability_Artillery2"
icon="icon.tga"
maxlevel="4"
requiredlevel="1,3,5,7"
modifierkey="Artillery_W1,Artillery_W2,Artillery_W3,Artillery_W 4"
actiontype="passive"
>
<onframe />
<modifier key="Artillery_W1" modpriority="10" >
<onattackimpact propagatetoillusions="false">
<cantarget targetscheme="enemy_units">
<applystate name="State_Artillery_Ability2_1" duration="3000" />
</cantarget>
</onattackimpact>
</modifier>
<modifier key="Artillery_W2" modpriority="10" >
<onattackimpact propagatetoillusions="false">
<cantarget targetscheme="enemy_units">
<applystate name="State_Artillery_Ability2_2" duration="3000" />
</cantarget>
</onattackimpact>
</modifier>
<modifier key="Artillery_W3" modpriority="10" >
<onattackimpact propagatetoillusions="false">
<cantarget targetscheme="enemy_units">
<applystate name="State_Artillery_Ability2_3" duration="3000" />
</cantarget>
</onattackimpact>
</modifier>
<modifier key="Artillery_W4" modpriority="10" >
<onattackimpact propagatetoillusions="false">
<cantarget targetscheme="enemy_units">
<applystate name="State_Artillery_Ability2_4" duration="3000" />
</cantarget>
</onattackimpact>
</modifier>
</ability>
state.entity
<state
name="State_Artillery_Ability2_1"
icon="icon.tga"
passiveeffect="effects/state_enemy.effect"
maxcharges="2"
movespeedslowpercharge="0.07"
effecttype="StatusDebuff"
allowtransfer="true"
>
<oninflict>
<addcharges count="1" />
</oninflict>
<onrefresh>
<addcharges count="1" />
</onrefresh>
</state>
state_2.entity
<state
name="State_Artillery_Ability2_2"
icon="icon.tga"
passiveeffect="effects/state_enemy.effect"
maxcharges="3"
movespeedslowpercharge="0.07"
effecttype="StatusDebuff"
allowtransfer="true"
>
<oninflict>
<expirestate name="State_Artillery_Ability2_1" target="target_entity" />
<addcharges count="1" />
</oninflict>
<onrefresh>
<addcharges count="1" />
</onrefresh>
</state>
state_3.entity
<state
name="State_Artillery_Ability2_3"
icon="icon.tga"
passiveeffect="effects/state_enemy.effect"
maxcharges="4"
movespeedslowpercharge="0.07"
effecttype="StatusDebuff"
allowtransfer="true"
>
<oninflict>
<expirestate name="State_Artillery_Ability2_2" target="target_entity" />
<addcharges count="1" />
</oninflict>
<onrefresh>
<addcharges count="1" />
</onrefresh>
</state>
state_4.entity
<state
name="State_Artillery_Ability2_4"
icon="icon.tga"
passiveeffect="effects/state_enemy.effect"
maxcharges="5"
movespeedslowpercharge="0.07"
effecttype="StatusDebuff"
allowtransfer="true"
>
<oninflict>
<expirestate name="State_Artillery_Ability2_3" target="target_entity" />
<addcharges count="1" />
</oninflict>
<onrefresh>
<addcharges count="1" />
</onrefresh>
</state>
Ability 3 - Bunker Down
Creates a ring around Artillery's current location. Grants Artillery with bonus damage and attack range while standing inside the ring.
Mana 10
Cooldown 10
Cast range 0 (centered on current location)
Cast action time 0
Creates a 350 radius ring around Artillery
Ring lasts for 8 seconds
Gives bonus damage equal to 5%/15%/25%/35% of base damage
Adds 100/150/200/250 attack range
This ability may be cast while stunned or silenced
Casting this ability will not interrupt channeling
Casting this ability will not disrupt invisibility!
The damage and attack range is a passive state that cannot be purged or transferred
«game/resources0.s2z/heroes/artillery/ability_03/»
ability.entity
<ability
name="Ability_Artillery3"
icon="icona.tga"
maxlevel="4"
requiredlevel="1,3,5,7"
casttime="0"
castactiontime="0"
actiontype="target_self"
cooldowntime="10000"
frontqueue="true"
inherentmovement="true"
noresponse="true"
noninterrupting="true"
manacost="10"
nosilence="true"
nostun="true"
>
<onimpact >
<areaofeffect
global="true"
targetscheme="ArtilleryBunker"
targetselection="all"
ignoreinvulnerable="true"
>
<delete target="target_entity" />
</areaofeffect>
<spawnunit name="Gadget_Artillery_Ability3" target="source_position"/>
</onimpact>
<modifier key="Artillery_Bunker" modpriority="50"
icon="icon.tga"
>
</modifier>
<modifier key="Alt" modpriority="1"
>
<onimpact >
<areaofeffect
global="true"
targetscheme="ArtilleryBunker"
targetselection="all"
ignoreinvulnerable="true"
>
<delete target="target_entity" />
</areaofeffect>
<spawnunit name="Gadget_Artillery_Ability3_Alt" target="source_position"/>
</onimpact>
<modifier key="Artillery_Bunker" modpriority="50"
icon="icon.tga"
>
</modifier>
</modifier>
</ability>
gadget.entity
<gadget
name="Gadget_Artillery_Ability3"
isselectable="false"
iscontrollable="false"
ismobile="false"
canrotate="false"
invulnerable="true"
drawonmap="false"
unittype="ArtilleryBunker"
model="/shared/models/invis.mdf"
passiveeffect="effects/shield.effect"
lifetime="8000"
deathtime="0"
corpsetime="0"
>
<aura state="State_Artillery_Ability3" radius="300" targetscheme="owner" effecttype="Magic" />
</gadget>
state_immobilize.entity
<state
name="State_Artillery_Ability3"
icon="/heroes/artillery/alt/ability_03/icona.tga"
modifierkey="Artillery_Bunker"
passiveeffect="effects/state.effect"
basedamagemultiplier="0.05,0.15,0.25,0.35"
attackrange="100,150,200,250"
>
<modifier key="Alt" modpriority="50"
modifierkey="Artillery_Bunker_Alt"
>
</modifier>
</state>
Ability 4 - Artillery Barrage
Fires a projectile that stuns and damages all enemy units at target AOE. Pushes back Artillery in opposite direction.
Mana 150/200/250
Cooldown 90/80/70
Cast range 700
Cast action time 300
Deals 250/350/500 magic damage and stuns for 2 seconds
Damage and stun AOE of 250 radius (500 diameter)
Projectile travels at 2000 speed (350 ms lifetime at max range)
Artillery is pushed back 500 units over 0.25 seconds
He can bypass all forms of terrain on push back, including Empath Wall and Behemoth Fissure
Artillery is immobilized and disarmed while being pushed back
Destroys all trees within 100 radius of Artillery from cast point to his final location
Effect type for damage and stun is magic
Damage type is magic
«game/resources0.s2z/heroes/artillery/ability_04/»
ability.entity
<ability
name="Ability_Artillery4"
icon="icon.tga"
anim="ability_4"
casttime="1000"
castactiontime="300"
casteffect="effects/cast.effect"
maxlevel="3"
requiredlevel="6,11,16"
actiontype="target_position"
targetradius="250"
targetmaterial="/shared/materials/area_cast_indicator_simple.material"
targetscheme="enemy_units"
casteffecttype="Magic"
range="700"
manacost="150,200,250"
cooldowntime="90000,80000,70000"
>
<onimpact>
<spawnprojectile name="Projectile_Artillery_Ability4" target="target_position" offset="40 35 150" pushentity="true" noresponse="true" />
<unbind target="source_entity" />
<spawnaffector name="Affector_Artillery_Ability4" target="source_entity" />
<setpos0 position="target_position" positionend="source_position" positionmodifier="pointpastline" positionvalue="500" />
<spawnprojectile name="Projectile_Artillery_Ability4_Push" target="pos0" bind="source_entity" bindstate="State_Artillery_Ability4" unbindondeath="true" noresponse="true" />
</onimpact>
<modifier key="Alt" modpriority="1"
casteffect="/heroes/artillery/alt/ability_04/effects/cast.effect"
>
</modifier>
</ability>
affector.entity
<affector
name="Affector_Artillery_Ability4"
radius="100"
lifetime="250"
destroytrees="true"
>
<onimpact />
</affector>
projectile.entity
<projectile
name="Projectile_Artillery_Ability4"
speed="2000"
gravity="9000"
modelscale="1"
model="/shared/models/invis.mdf"
traileffect="effects/trail.effect"
>
<onimpact>
<areaofeffect
center="this_entity"
radius="250"
targetselection="all"
targetscheme="enemy_units"
effecttype="Magic"
>
<applystate name="State_Stunned_Knockdown" duration="2000" />
<playanim name="knock_1" target="target_entity" />
<playeffect effect="effects/impact.effect" source="target_entity" target="target_entity"/>
<damage effecttype="Magic" amount="200,350,500" />
</areaofeffect>
<playeffect effect="effects/explosion.effect" source="this_position" target="" occlude="true" />
</onimpact>
</projectile>
projectile_push.entity
<projectile
name="Projectile_Artillery_Ability4_Push"
speed="2000"
gravity="9000"
modelscale="1.0"
model=""
deatheffect=""
canturn="false"
>
</projectile>
state.entity
<state
name="State_Artillery_Ability4"
icon="icon.tga"
immobilized2="true"
disarmed="true"
passiveeffect=""
effecttype=""
>
</state>
Str 18 + 2.0
Agi 24 + 2.6 (primary)
Int 13 + 1.4
Attack Range 550
Movespeed 295
Turnrate 540
Base Armor -0.86
Base Attack Cooldown 1.7
Base Damage 23-27 + 24 (agi)
Level 1 Health 492
Level 1 Armor 2.5
Level 25 Health 1784
Level 25 Armor 14.036
«game/resources0.s2z/heroes/artillery/»
hero.entity
<hero
name="Hero_Artillery"
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/hero_select.wav"
tauntedsound="sounds/voice/taunt_prior.wav"
tauntkillsound="sounds/voice/taunt_after.wav"
preglobalscale="1.45"
modelscale="1"
effectscale="0.9"
boundsheight="112"
boundsradius="24"
selectionradius="48"
targetoffset="15 75 90"
infoheight="200"
category="physical"
difficulty="2"
movespeed="295"
turnrate="540"
turnsmoothing="0.075"
maxhealth="150"
healthregen="0.25"
maxmana="0"
manaregen="0.01"
armor="-.86"
magicarmor="5.5"
inventory0="Ability_Artillery1"
inventory1="Ability_Artillery2"
inventory2="Ability_Artillery3"
inventory3="Ability_Artillery4"
inventory4="Ability_AttributeBoost"
inventory5="Ability_Artillery1a"
inventory6=""
inventory8="Ability_Taunt"
attackduration="1000"
attackactiontime="350"
attackcooldown="1700"
attackdamagemin="23"
attackdamagemax="27"
attacknumanims="1"
attackoffset="17 150 115"
attackprojectile="Projectile_Artillery"
attackrange="550"
attackstarteffect=""
attackactioneffect=""
attackimpacteffect=""
attacktype="ranged"
combattype="Hero"
aggrorange="800"
sightrangeday="1800"
sightrangenight="800"
wanderrange="250"
primaryattribute="Agility"
strength="18"
strengthperlevel="2.0"
agility="24"
agilityperlevel="2.6"
intelligence="13"
intelligenceperlevel="1.4"
previewmodel="preview.mdf"
previewpos="0 0 -90"
previewangles="0 0 0"
previewscale="1.3"
storemodel="preview.mdf"
storepos="0 0 -30"
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_FlamingEye" />
<recommendeditem name="Item_Strength5" />
<recommendeditem name="Item_Striders" />
<recommendeditem name="Item_Intelligence7" />
<recommendeditem name="Item_PortalKey" />
<recommendeditem name="Item_Evasion" />
<recommendeditem name="Item_Morph" />
<modifier key="frost" modpriority="80"
attackprojectile="Projectile_Frost"
>
</modifier>
<modifier key="Alt" modpriority="1"
preglobalscale="1.82"
altavatar="true"
icon="alt/icon.tga"
portrait="alt/icon.tga"
model="alt/model.mdf"
previewmodel="alt/preview.mdf"
previewpos="0 0 -50"
previewangles="0 0 0"
previewscale="1.8"
attackoffset="17 100 115"
selectedsound="alt/sounds/voice/select_%.wav"
selectedflavorsound="alt/sounds/voice/select_flavour_%.wav"
confirmmovesound="alt/sounds/voice/move_%.wav"
confirmattacksound="alt/sounds/voice/attack_%.wav"
nomanasound="alt/sounds/voice/no_mana.wav"
cooldownsound="alt/sounds/voice/cooldown.wav"
tauntedsound="alt/sounds/voice/taunt_prior.wav"
tauntkillsound="alt/sounds/voice/taunt_after.wav"
storemodel="preview.mdf"
storepos="0 0 -30"
storeangles="0 0 0"
storescale="1.35"
>
</modifier>
</hero>
Ability 1 - LRM (Long Ranged Missiles)
After 0.5 seconds, fires 4 missiles per second for 4 seconds at target area, dealing physical damage to all enemies struck based on attack damage. Artillery can turn while firing LRMs.
Mana 80/85/90/95
Cooldown 12
Cast range 1500 (casting beyond this will fire ability 1500 distance in that direction)
Cast action time 500
Fires one missile every 250 ms (first missile fires at 500 ms, final missile fires at 4500 ms)
Missiles travel for 1500 distance at 1800 speed (830 ms lifetime)
Missiles have touch radius of 100 units
All enemy heroes struck by a missile take 15 + 10/17/24/31% of Artillery's attack damage (including items) in physical damage
Creeps, neutrals, and bosses only take 60% damage
While channeling, activate again to change direction of missiles
The trajectory of the missiles may be changed every 200 ms until ability ends
Missiles benefit from Fragmentation Shells
Touch type, effect type, and damage type are physical
«game/resources0.s2z/heroes/artillery/ability_01/»
ability.entity
<ability
name="Ability_Artillery1"
icon="icon.tga"
castactiontime="500"
casttime="0"
casteffect="effects/ready_sound.effect"
anim="ability_1"
ischanneling="true"
channeltime="4000"
maxlevel="4"
requiredlevel="1,3,5,7"
actiontype="target_position"
manacost="80,85,90,95"
cooldowntime="12000"
range="1500"
forcerange="1500"
allowoutofboundscast="true"
allowoutofrangecast="true"
>
<onimpact>
<applystate name="State_Artillery_Ability1" ischannel="true" target="source_entity" />
</onimpact>
<modifier key="Artillery_Machinegun" modpriority="100"
interface="single_plus_one"
/>
</ability>
ability_a.entity
<ability
name="Ability_Artillery1a"
icon="icon.tga"
castactiontime="0"
casttime="0"
actiontype="target_cursor"
manacost="0"
cooldowntime="200"
baselevel="0"
maxlevel="1"
disabled="true"
noninterrupting="true"
noresponse="true"
frontqueue="true"
inheritmovement="true"
range="1000"
forcerange="1000"
allowoutofboundscast="true"
allowoutofrangecast="true"
>
<onimpact>
</onimpact>
<modifier key="Artillery_Machinegun" modpriority="90"
disabled="false"
baselevel="1"
keyslot="0"
/>
</ability>
projectile.entitly
<projectile
name="Projectile_Artillery_Ability1"
speed="1800"
gravity="0"
modelscale="0.55"
model="/shared/models/invis.mdf"
traileffect="effects/trail.effect"
deatheffect="effects/death.effect"
impacteffect="effects/impact.effect"
canturn="false"
flying="true"
flyheight="125"
touchradius="100"
maxtouchespertarget="1"
touchtargetscheme="enemy_units"
toucheffecttype="Physical"
touchradiusdiradjust="true"
>
<ontouch>
<targettype type="hero" >
<playeffect effect="effects/impact.effect" target="target_entity" source="target_entity"/>
<setvar0 a="source_attackdamage" b="0.1,0.17,0.24,0.31" op="mult" />
<setvar0 a="var0" b="15" op="add" />
<damage effecttype="Physical" amount="1" b="var0" op="mult" />
</targettype>
<else>
<playeffect effect="effects/impact.effect" target="target_entity" source="target_entity"/>
<setvar0 a="source_attackdamage" b="0.06,0.102,0.144,0.186" op="mult" />
<setvar0 a="var0" b="9" op="add" />
<damage effecttype="Physical" amount="1" b="var0" op="mult" />
</else>
</ontouch>
<modifier key="Artillery_W1" modpriority="10" >
<ontouch>
<targettype type="hero" >
<playeffect effect="effects/impact.effect" target="target_entity" source="target_entity"/>
<setvar0 a="source_attackdamage" b="0.1,0.17,0.24,0.31" op="mult" />
<setvar0 a="var0" b="15" op="add" />
<damage effecttype="Physical" amount="1" b="var0" op="mult" />
<applystate name="State_Artillery_Ability2_1" duration="3000" />
</targettype>
<else>
<playeffect effect="effects/impact.effect" target="target_entity" source="target_entity"/>
<setvar0 a="source_attackdamage" b="0.06,0.102,0.144,0.186" op="mult" />
<setvar0 a="var0" b="9" op="add" />
<damage effecttype="Physical" amount="1" b="var0" op="mult" />
<applystate name="State_Artillery_Ability2_1" duration="3000" />
</else>
</ontouch>
</modifier>
<modifier key="Artillery_W2" modpriority="10" >
<ontouch>
<targettype type="hero" >
<playeffect effect="effects/impact.effect" target="target_entity" source="target_entity"/>
<setvar0 a="source_attackdamage" b="0.1,0.17,0.24,0.31" op="mult" />
<setvar0 a="var0" b="15" op="add" />
<damage effecttype="Physical" amount="1" b="var0" op="mult" />
<applystate name="State_Artillery_Ability2_2" duration="3000" />
</targettype>
<else>
<playeffect effect="/heroes/artillery/projectile/effects/impact.effect" target="target_entity" source="target_entity"/>
<setvar0 a="source_attackdamage" b="0.06,0.102,0.144,0.186" op="mult" />
<setvar0 a="var0" b="9" op="add" />
<damage effecttype="Physical" amount="1" b="var0" op="mult" />
<applystate name="State_Artillery_Ability2_2" duration="3000" />
</else>
</ontouch>
</modifier>
<modifier key="Artillery_W3" modpriority="10" >
<ontouch>
<targettype type="hero" >
<playeffect effect="effects/impact.effect" target="target_entity" source="target_entity"/>
<setvar0 a="source_attackdamage" b="0.1,0.17,0.24,0.31" op="mult" />
<setvar0 a="var0" b="15" op="add" />
<damage effecttype="Physical" amount="1" b="var0" op="mult" />
<applystate name="State_Artillery_Ability2_3" duration="3000" />
</targettype>
<else>
<playeffect effect="effects/impact.effect" target="target_entity" source="target_entity"/>
<setvar0 a="source_attackdamage" b="0.06,0.102,0.144,0.186" op="mult" />
<setvar0 a="var0" b="9" op="add" />
<damage effecttype="Physical" amount="1" b="var0" op="mult" />
<applystate name="State_Artillery_Ability2_3" duration="3000" />
</else>
</ontouch>
</modifier>
<modifier key="Artillery_W4" modpriority="10" >
<ontouch>
<targettype type="hero" >
<playeffect effect="effects/impact.effect" target="target_entity" source="target_entity"/>
<setvar0 a="source_attackdamage" b="0.1,0.17,0.24,0.31" op="mult" />
<setvar0 a="var0" b="15" op="add" />
<damage effecttype="Physical" amount="1" b="var0" op="mult" />
<applystate name="State_Artillery_Ability2_4" duration="3000" />
</targettype>
<else>
<playeffect effect="effects/impact.effect" target="target_entity" source="target_entity"/>
<setvar0 a="source_attackdamage" b="0.06,0.102,0.144,0.186" op="mult" />
<setvar0 a="var0" b="9" op="add" />
<damage effecttype="Physical" amount="1" b="var0" op="mult" />
<applystate name="State_Artillery_Ability2_4" duration="3000" />
</else>
</ontouch>
</modifier>
</projectile>
state.entity
<state
name="State_Artillery_Ability1"
icon="icon.tga"
passiveeffect=""
effecttype=""
impactinterval="250"
modifierkey="Artillery_Machinegun"
>
<oninflict>
<setpos0 position="source_position" offsetspace="source_entity" offset="0 1500 0" />
<spawnprojectile name="Projectile_Artillery_Ability1" source="source_entity" offset="-30 35 0" target="pos0" noresponse="true" />
</oninflict>
<onimpact>
<setpos0 position="source_position" offsetspace="source_entity" offset="0 1500 0" />
<spawnprojectile name="Projectile_Artillery_Ability1" source="source_entity" offset="-30 35 0" target="pos0" noresponse="true" />
</onimpact>
</state>
Ability 2 - Fragmentation Shells
Passively adds a 7% stacking slow to all of Artillery's regular attacks and LRM.
Mana n/a
Cooldown n/a
Passive
Enemies hit by Artillery's regular attack or LRM receive a charge of Fragmentation Shells
7% stacking slow per charge
Maximum of 2/3/4/5 charges
Slow lasts for 3 seconds
Adding a charge refreshes duration for all charges
Slow is a debuff that can be purged or transferred
This ability is an exclusive attack modifier, and stacks with all other attack modifiers
«game/resources0.s2z/heroes/artillery/ability_02/»
ability.entity
<ability
name="Ability_Artillery2"
icon="icon.tga"
maxlevel="4"
requiredlevel="1,3,5,7"
modifierkey="Artillery_W1,Artillery_W2,Artillery_W3,Artillery_W 4"
actiontype="passive"
>
<onframe />
<modifier key="Artillery_W1" modpriority="10" >
<onattackimpact propagatetoillusions="false">
<cantarget targetscheme="enemy_units">
<applystate name="State_Artillery_Ability2_1" duration="3000" />
</cantarget>
</onattackimpact>
</modifier>
<modifier key="Artillery_W2" modpriority="10" >
<onattackimpact propagatetoillusions="false">
<cantarget targetscheme="enemy_units">
<applystate name="State_Artillery_Ability2_2" duration="3000" />
</cantarget>
</onattackimpact>
</modifier>
<modifier key="Artillery_W3" modpriority="10" >
<onattackimpact propagatetoillusions="false">
<cantarget targetscheme="enemy_units">
<applystate name="State_Artillery_Ability2_3" duration="3000" />
</cantarget>
</onattackimpact>
</modifier>
<modifier key="Artillery_W4" modpriority="10" >
<onattackimpact propagatetoillusions="false">
<cantarget targetscheme="enemy_units">
<applystate name="State_Artillery_Ability2_4" duration="3000" />
</cantarget>
</onattackimpact>
</modifier>
</ability>
state.entity
<state
name="State_Artillery_Ability2_1"
icon="icon.tga"
passiveeffect="effects/state_enemy.effect"
maxcharges="2"
movespeedslowpercharge="0.07"
effecttype="StatusDebuff"
allowtransfer="true"
>
<oninflict>
<addcharges count="1" />
</oninflict>
<onrefresh>
<addcharges count="1" />
</onrefresh>
</state>
state_2.entity
<state
name="State_Artillery_Ability2_2"
icon="icon.tga"
passiveeffect="effects/state_enemy.effect"
maxcharges="3"
movespeedslowpercharge="0.07"
effecttype="StatusDebuff"
allowtransfer="true"
>
<oninflict>
<expirestate name="State_Artillery_Ability2_1" target="target_entity" />
<addcharges count="1" />
</oninflict>
<onrefresh>
<addcharges count="1" />
</onrefresh>
</state>
state_3.entity
<state
name="State_Artillery_Ability2_3"
icon="icon.tga"
passiveeffect="effects/state_enemy.effect"
maxcharges="4"
movespeedslowpercharge="0.07"
effecttype="StatusDebuff"
allowtransfer="true"
>
<oninflict>
<expirestate name="State_Artillery_Ability2_2" target="target_entity" />
<addcharges count="1" />
</oninflict>
<onrefresh>
<addcharges count="1" />
</onrefresh>
</state>
state_4.entity
<state
name="State_Artillery_Ability2_4"
icon="icon.tga"
passiveeffect="effects/state_enemy.effect"
maxcharges="5"
movespeedslowpercharge="0.07"
effecttype="StatusDebuff"
allowtransfer="true"
>
<oninflict>
<expirestate name="State_Artillery_Ability2_3" target="target_entity" />
<addcharges count="1" />
</oninflict>
<onrefresh>
<addcharges count="1" />
</onrefresh>
</state>
Ability 3 - Bunker Down
Creates a ring around Artillery's current location. Grants Artillery with bonus damage and attack range while standing inside the ring.
Mana 10
Cooldown 10
Cast range 0 (centered on current location)
Cast action time 0
Creates a 350 radius ring around Artillery
Ring lasts for 8 seconds
Gives bonus damage equal to 5%/15%/25%/35% of base damage
Adds 100/150/200/250 attack range
This ability may be cast while stunned or silenced
Casting this ability will not interrupt channeling
Casting this ability will not disrupt invisibility!
The damage and attack range is a passive state that cannot be purged or transferred
«game/resources0.s2z/heroes/artillery/ability_03/»
ability.entity
<ability
name="Ability_Artillery3"
icon="icona.tga"
maxlevel="4"
requiredlevel="1,3,5,7"
casttime="0"
castactiontime="0"
actiontype="target_self"
cooldowntime="10000"
frontqueue="true"
inherentmovement="true"
noresponse="true"
noninterrupting="true"
manacost="10"
nosilence="true"
nostun="true"
>
<onimpact >
<areaofeffect
global="true"
targetscheme="ArtilleryBunker"
targetselection="all"
ignoreinvulnerable="true"
>
<delete target="target_entity" />
</areaofeffect>
<spawnunit name="Gadget_Artillery_Ability3" target="source_position"/>
</onimpact>
<modifier key="Artillery_Bunker" modpriority="50"
icon="icon.tga"
>
</modifier>
<modifier key="Alt" modpriority="1"
>
<onimpact >
<areaofeffect
global="true"
targetscheme="ArtilleryBunker"
targetselection="all"
ignoreinvulnerable="true"
>
<delete target="target_entity" />
</areaofeffect>
<spawnunit name="Gadget_Artillery_Ability3_Alt" target="source_position"/>
</onimpact>
<modifier key="Artillery_Bunker" modpriority="50"
icon="icon.tga"
>
</modifier>
</modifier>
</ability>
gadget.entity
<gadget
name="Gadget_Artillery_Ability3"
isselectable="false"
iscontrollable="false"
ismobile="false"
canrotate="false"
invulnerable="true"
drawonmap="false"
unittype="ArtilleryBunker"
model="/shared/models/invis.mdf"
passiveeffect="effects/shield.effect"
lifetime="8000"
deathtime="0"
corpsetime="0"
>
<aura state="State_Artillery_Ability3" radius="300" targetscheme="owner" effecttype="Magic" />
</gadget>
state_immobilize.entity
<state
name="State_Artillery_Ability3"
icon="/heroes/artillery/alt/ability_03/icona.tga"
modifierkey="Artillery_Bunker"
passiveeffect="effects/state.effect"
basedamagemultiplier="0.05,0.15,0.25,0.35"
attackrange="100,150,200,250"
>
<modifier key="Alt" modpriority="50"
modifierkey="Artillery_Bunker_Alt"
>
</modifier>
</state>
Ability 4 - Artillery Barrage
Fires a projectile that stuns and damages all enemy units at target AOE. Pushes back Artillery in opposite direction.
Mana 150/200/250
Cooldown 90/80/70
Cast range 700
Cast action time 300
Deals 250/350/500 magic damage and stuns for 2 seconds
Damage and stun AOE of 250 radius (500 diameter)
Projectile travels at 2000 speed (350 ms lifetime at max range)
Artillery is pushed back 500 units over 0.25 seconds
He can bypass all forms of terrain on push back, including Empath Wall and Behemoth Fissure
Artillery is immobilized and disarmed while being pushed back
Destroys all trees within 100 radius of Artillery from cast point to his final location
Effect type for damage and stun is magic
Damage type is magic
«game/resources0.s2z/heroes/artillery/ability_04/»
ability.entity
<ability
name="Ability_Artillery4"
icon="icon.tga"
anim="ability_4"
casttime="1000"
castactiontime="300"
casteffect="effects/cast.effect"
maxlevel="3"
requiredlevel="6,11,16"
actiontype="target_position"
targetradius="250"
targetmaterial="/shared/materials/area_cast_indicator_simple.material"
targetscheme="enemy_units"
casteffecttype="Magic"
range="700"
manacost="150,200,250"
cooldowntime="90000,80000,70000"
>
<onimpact>
<spawnprojectile name="Projectile_Artillery_Ability4" target="target_position" offset="40 35 150" pushentity="true" noresponse="true" />
<unbind target="source_entity" />
<spawnaffector name="Affector_Artillery_Ability4" target="source_entity" />
<setpos0 position="target_position" positionend="source_position" positionmodifier="pointpastline" positionvalue="500" />
<spawnprojectile name="Projectile_Artillery_Ability4_Push" target="pos0" bind="source_entity" bindstate="State_Artillery_Ability4" unbindondeath="true" noresponse="true" />
</onimpact>
<modifier key="Alt" modpriority="1"
casteffect="/heroes/artillery/alt/ability_04/effects/cast.effect"
>
</modifier>
</ability>
affector.entity
<affector
name="Affector_Artillery_Ability4"
radius="100"
lifetime="250"
destroytrees="true"
>
<onimpact />
</affector>
projectile.entity
<projectile
name="Projectile_Artillery_Ability4"
speed="2000"
gravity="9000"
modelscale="1"
model="/shared/models/invis.mdf"
traileffect="effects/trail.effect"
>
<onimpact>
<areaofeffect
center="this_entity"
radius="250"
targetselection="all"
targetscheme="enemy_units"
effecttype="Magic"
>
<applystate name="State_Stunned_Knockdown" duration="2000" />
<playanim name="knock_1" target="target_entity" />
<playeffect effect="effects/impact.effect" source="target_entity" target="target_entity"/>
<damage effecttype="Magic" amount="200,350,500" />
</areaofeffect>
<playeffect effect="effects/explosion.effect" source="this_position" target="" occlude="true" />
</onimpact>
</projectile>
projectile_push.entity
<projectile
name="Projectile_Artillery_Ability4_Push"
speed="2000"
gravity="9000"
modelscale="1.0"
model=""
deatheffect=""
canturn="false"
>
</projectile>
state.entity
<state
name="State_Artillery_Ability4"
icon="icon.tga"
immobilized2="true"
disarmed="true"
passiveeffect=""
effecttype=""
>
</state>