Files
2HUCardTDGame/scripts/vscripts/abilities/abilityreisen.lua
2021-10-24 15:36:18 -04:00

146 lines
4.8 KiB
Lua
Executable File

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