restructure
This commit is contained in:
146
game/scripts/vscripts/abilities/abilityreisen.lua
Executable file
146
game/scripts/vscripts/abilities/abilityreisen.lua
Executable file
@@ -0,0 +1,146 @@
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function OnReisen01AttackLanded(keys)
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local caster = EntIndexToHScript(keys.caster_entindex)
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local target = keys.target
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ReisenRepelUnit(caster, target)
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end
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function ReisenRepelUnit(caster, target)
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if target.thtd_is_fearing == true then return end
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if target.next_move_point ~= nil and target.thtd_is_feared_by_reisen_01 ~= true then
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target.thtd_is_feared_by_reisen_01 = true
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target.thtd_is_fearing = true
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local current_next_move_point = target.next_move_point
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target.next_move_point = target:GetOrigin() - target:GetForwardVector() * 500
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target:EmitSound("Hero_Sniper.ProjectileImpact")
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local count = 20
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target:SetContextThink(DoUniqueString("thtd_reisen01_move_next_point"),
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function()
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if GameRules:IsGamePaused() then return 0.03 end
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if not IsValidAlive(target) then
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return nil
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end
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count = count - 1
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if count <= 0 or THTD_IsValid(caster) == false then
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target.next_move_point = current_next_move_point
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target.thtd_is_fearing = false
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return nil
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end
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return 0.1
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end,
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0)
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end
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end
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function OnReisen02AttackLanded(keys)
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local caster = EntIndexToHScript(keys.caster_entindex)
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local target = keys.target
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if caster.thtd_reisen_02_illusion_count == nil then
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caster.thtd_reisen_02_illusion_count = 0
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end
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if caster.thtd_reisen_02_illusion_count < keys.max_count and RollPercentage(keys.chance) then
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caster:EmitSound("Sound_THTD.thtd_reisen_02")
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local illusion = CreateUnitByName(
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"reisen_illusion",
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caster:GetOrigin() + RandomVector(150),
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false,
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caster:GetOwner(),
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caster:GetOwner(),
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caster:GetTeam()
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)
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illusion.thtd_spawn_unit_owner = caster
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illusion:SetControllableByPlayer(caster:GetPlayerOwnerID(), true)
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local count = 0
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keys.ability:ApplyDataDrivenModifier(caster, illusion, "modifier_reisen_02_illusion", nil)
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illusion:SetBaseDamageMax(caster:THTD_GetAttack())
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illusion:SetBaseDamageMin(caster:THTD_GetAttack())
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illusion:MoveToPositionAggressive(illusion:GetOrigin() + illusion:GetForwardVector() * 100)
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illusion:SetContextThink(DoUniqueString("thtd_reisen02_illusion"),
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function()
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if GameRules:IsGamePaused() then return 0.03 end
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if count > 20 then
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illusion:AddNoDraw()
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illusion:ForceKill(true)
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caster.thtd_reisen_02_illusion_count = caster.thtd_reisen_02_illusion_count - 1
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return nil
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end
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count = count + 1
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return 0.5
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end,
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0)
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caster.thtd_reisen_02_illusion_count = caster.thtd_reisen_02_illusion_count + 1
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end
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end
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function OnReisen03SpellStart(keys)
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local caster = EntIndexToHScript(keys.caster_entindex)
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local target = keys.target
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caster:EmitSound("Sound_THTD.thtd_reisen_03")
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if caster.thtd_reisen_02_illusion_count == nil then
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caster.thtd_reisen_02_illusion_count = 0
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end
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local targets = THTD_FindUnitsInRadius(caster,target:GetOrigin(),keys.range)
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local damage = caster:THTD_GetAbilityPowerDamage(keys.ability) * (1 + caster.thtd_reisen_02_illusion_count * keys.damage_up/100)
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local playerid = caster:GetPlayerOwnerID()
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if GameRules.player_bb_buff[playerid]["item_3030"] > 0 then
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damage = damage * (1 + GameRules.player_bb_buff[playerid]["item_3030"]/100)
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end
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for k,v in pairs(targets) do
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Reisen03RepelUnit(caster, v)
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local DamageTable = {
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ability = keys.ability,
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victim = v,
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attacker = caster,
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damage = damage,
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damage_type = keys.ability:GetAbilityDamageType(),
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damage_flags = DOTA_DAMAGE_FLAG_NONE
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}
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UnitDamageTarget(DamageTable)
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end
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local effectIndex = ParticleManager:CreateParticle("particles/heroes/thtd_reisen/ability_reisen_03.vpcf", PATTACH_CUSTOMORIGIN, caster)
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ParticleManager:SetParticleControl(effectIndex, 0, caster:GetOrigin())
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ParticleManager:SetParticleControl(effectIndex, 1, target:GetOrigin())
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ParticleManager:SetParticleControl(effectIndex, 3, target:GetOrigin())
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ParticleManager:SetParticleControl(effectIndex, 9, caster:GetOrigin())
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ParticleManager:DestroyParticleSystemTime(effectIndex,2.0)
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end
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function Reisen03RepelUnit(caster, target)
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if target.thtd_is_fearing == true then return end
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if target.next_move_point ~= nil then
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target.thtd_is_feared_by_reisen_01 = true
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target.thtd_is_fearing = true
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local current_next_move_point = target.next_move_point
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target.next_move_point = target:GetOrigin() - target:GetForwardVector() * 500
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target:EmitSound("Hero_Sniper.ProjectileImpact")
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local count = 20
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target:SetContextThink(DoUniqueString("thtd_reisen01_move_next_point"),
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function()
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if GameRules:IsGamePaused() then return 0.03 end
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if not IsValidAlive(target) then
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return nil
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end
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count = count - 1
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if count <= 0 or THTD_IsValid(caster) == false then
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target.next_move_point = current_next_move_point
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target.thtd_is_fearing = false
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return nil
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end
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return 0.1
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end,
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0)
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end
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end
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