помогите создать скрипт

Den231

Новичок
24 Май 2018
2
0
Проект
dota 2 кастомка
чтобы у медузы 1 скил был аурой и и расщеплении атаки довалось всем
 

HappyFeedFriends

Друзья CG
14 Авг 2017
540
32
Проект
Battle Heroes Arena
Вот тебе сам скрипт,в DD допиши или на lua переделаешь(взял с spellibrary)
Lua:
function SplitShotLaunch( keys )
    local caster = keys.caster
    local caster_location = caster:GetAbsOrigin()
    local ability = keys.ability
    local ability_level = ability:GetLevel() - 1

    -- Targeting variables
    local target_type = ability:GetAbilityTargetType()
    local target_team = ability:GetAbilityTargetTeam()
    local target_flags = ability:GetAbilityTargetFlags()
    local attack_target = caster:GetAttackTarget()

    -- Ability variables
    local radius = ability:GetLevelSpecialValueFor("range", ability_level)
    local max_targets = ability:GetLevelSpecialValueFor("arrow_count", ability_level)
    local projectile_speed = ability:GetLevelSpecialValueFor("projectile_speed", ability_level)
    local split_shot_projectile = keys.split_shot_projectile

    local split_shot_targets = FindUnitsInRadius(caster:GetTeam(), caster_location, nil, radius, target_team, target_type, target_flags, FIND_CLOSEST, false)

    -- Create projectiles for units that are not the casters current attack target
    for _,v in pairs(split_shot_targets) do
        if v ~= attack_target then
            local projectile_info =
            {
                EffectName = split_shot_projectile,
                Ability = ability,
                vSpawnOrigin = caster_location,
                Target = v,
                Source = caster,
                bHasFrontalCone = false,
                iMoveSpeed = projectile_speed,
                bReplaceExisting = false,
                bProvidesVision = false
            }
            ProjectileManager:CreateTrackingProjectile(projectile_info)
            max_targets = max_targets - 1
        end
        -- If we reached the maximum amount of targets then break the loop
        if max_targets == 0 then break end
    end
end

-- Apply the auto attack damage to the hit unit
function SplitShotDamage( keys )
    local caster = keys.caster
    local target = keys.target
    local ability = keys.ability

    local damage_table = {}

    damage_table.attacker = caster
    damage_table.victim = target
    damage_table.damage_type = ability:GetAbilityDamageType()
    damage_table.damage = caster:GetAttackDamage()

    ApplyDamage(damage_table)
end
Он не красивый,но разберёшься.
 
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