при срабатывании пассивки, герой стоит в руте .А надо чтобы бил всех в радиусе.

dEN5

Пользователь
10 Фев 2019
18
0
steamcommunity.com
Проект
MADNESS: PROJECT ABADDON
Код:
            "ember_spirit_1"
        {
        "BaseClass"    "ability_datadriven"
        "AbilityTextureName"    "ember_spirit_sleight_of_fist"
        "AbilityBehavior"    "DOTA_ABILITY_BEHAVIOR_PASSIVE"
        "MaxLevel"    "4"
        "precache"
        {
            "soundfile"    "soundevents/game_sounds_heroes/game_sounds_ember_spirit.vsndevts"
            "particle"    "particles/units/heroes/hero_ember_spirit/ember_spirit_sleight_of_fist_caster.vpcf"
        }
        "Modifiers"
        {
            "modifier_xunjiliehuo_applier"
            {
                "Passive"    "1"
                "IsHidden"    "1"
                "OnAttackLanded"
                {
                    "Random"
                    {
                        "Chance"    "%chance"
                        "OnSuccess"
                        {
                            "FireSound"
                            {
                                "Target"    "CASTER"
                                "EffectName"    "Hero_EmberSpirit.SleightOfFist.Cast"
                            }
                            "RunScript"
                            {
                                "ScriptFile"    "npc_abilities/ember_spirit.lua"
                                "Function"    "xunjiliehuo_init"
                                "Target"    "TARGET"
                            }
                            "ApplyModifier"
                            {
                                "Target"    "CASTER"
                                "ModifierName"    "modifier_xunjiliehuo_caster"
                            }
                        }
                    }
                }
            }
            "modifier_xunjiliehuo_caster"
            {
                "IsPurgable"    "0"
                "States"
                {
                    "MODIFIER_STATE_NO_UNIT_COLLISION"    "MODIFIER_STATE_VALUE_ENABLED"
                    "MODIFIER_STATE_ROOTED"    "MODIFIER_STATE_VALUE_ENABLED"
                }
            }
            "modifier_xunjiliehuo_dummy"
            {
                "IsPurgable"    "0"
                "IsHidden"    "1"
                "OnCreated"
                {
                    "AttachEffect"
                    {
                        "Target"    "TARGET"
                        "EffectName"    "particles/units/heroes/hero_ember_spirit/ember_spirit_sleight_of_fist_caster.vpcf"
                        "EffectAttachType"    "start_at_customorigin"
                        "ControlPointEntities"
                        {
                            "TARGET"    "attach_hitloc"
                        }
                    }
                }
                "States"
                {
                    "MODIFIER_STATE_INVULNERABLE"    "MODIFIER_STATE_VALUE_ENABLED"
                    "MODIFIER_STATE_NO_HEALTH_BAR"    "MODIFIER_STATE_VALUE_ENABLED"
                    "MODIFIER_STATE_NO_UNIT_COLLISION"    "MODIFIER_STATE_VALUE_ENABLED"
                    "MODIFIER_STATE_NOT_ON_MINIMAP"    "MODIFIER_STATE_VALUE_ENABLED"
                    "MODIFIER_STATE_UNSELECTABLE"    "MODIFIER_STATE_VALUE_ENABLED"
                    "MODIFIER_STATE_COMMAND_RESTRICTED"    "MODIFIER_STATE_VALUE_ENABLED"
                    "MODIFIER_STATE_DISARMED"    "MODIFIER_STATE_VALUE_ENABLED"
                }
            }
        }
        "AbilitySpecial"
        {
            "01"
            {
                "var_type"    "FIELD_INTEGER"
                "chance"    "10"
            }
            "02"
            {
                "var_type"    "FIELD_FLOAT"
                "radius"    "500"
            }
            "03"
            {
                "var_type"    "FIELD_FLOAT"
                "max_target"    "3 3 4 5"
            }
        }
    }
Lua:
--[[
    Author: kritth
    Date: 13.01.2015.
    Mark targets, jump to attack, ignore if invisible
]]
function sleight_of_fist_init( keys )
    -- Cannot cast multiple stacks
    if keys.caster.sleight_of_fist_active ~= nil and keys.caster.sleight_of_fist_action == true then
        keys.ability:RefundManaCost()
        return nil
    end

    -- Inheritted variables
    local caster = keys.caster
    local targetPoint = caster:GetAbsOrigin()
    local ability = keys.ability
    local radius = ability:GetLevelSpecialValueFor( "radius", ability:GetLevel() - 1 )
    local attack_interval = ability:GetLevelSpecialValueFor( "attack_interval", ability:GetLevel() - 1 )
    local modifierTargetName = "modifier_sleight_of_fist_target_datadriven"
    local modifierHeroName = "modifier_sleight_of_fist_target_hero_datadriven"
    local modifierCreepName = "modifier_sleight_if_fist_target_creep_datadriven"
    local casterModifierName = "modifier_sleight_of_fist_caster_datadriven"
    local dummyModifierName = "modifier_sleight_of_fist_dummy_datadriven"
    local particleSlashName = "particles/units/heroes/hero_ember_spirit/ember_spirit_sleightoffist_tgt.vpcf"
    local particleTrailName = "particles/units/heroes/hero_ember_spirit/ember_spirit_sleightoffist_trail.vpcf"
    local particleCastName = "particles/units/heroes/hero_ember_spirit/ember_spirit_sleight_of_fist_cast.vpcf"
    local slashSound = "Hero_EmberSpirit.SleightOfFist.Damage"
  
    -- Targeting variables
    local targetTeam = DOTA_UNIT_TARGET_TEAM_ENEMY
    local targetType = DOTA_UNIT_TARGET_BASIC + DOTA_UNIT_TARGET_HERO
    local targetFlag = DOTA_UNIT_TARGET_FLAG_NO_INVIS
    local unitOrder = FIND_ANY_ORDER
  
    -- Necessary varaibles
    local counter = 0
    caster.sleight_of_fist_active = true
--    local dummy = CreateUnitByName( caster:GetName(), caster:GetAbsOrigin(), false, caster, nil, caster:GetTeamNumber() )
--    ability:ApplyDataDrivenModifier( caster, dummy, dummyModifierName, {} )
  
    -- Casting particles
    local castFxIndex = ParticleManager:CreateParticle( particleCastName, PATTACH_CUSTOMORIGIN, caster )
    ParticleManager:SetParticleControl( castFxIndex, 0, targetPoint )
    ParticleManager:SetParticleControl( castFxIndex, 1, Vector( radius, 0, 0 ) )
  
    Timers:CreateTimer( 0.1, function()
            ParticleManager:DestroyParticle( castFxIndex, false )
            ParticleManager:ReleaseParticleIndex( castFxIndex )
        end
    )
  
    -- Start function
    local castFxIndex = ParticleManager:CreateParticle( particleCastName, PATTACH_CUSTOMORIGIN, caster )
    local units = FindUnitsInRadius(
        caster:GetTeamNumber(), targetPoint, caster, radius, targetTeam,
        targetType, targetFlag, unitOrder, false
    )
  
    for _, target in pairs( units ) do
        counter = counter + 1
        ability:ApplyDataDrivenModifier( caster, target, modifierTargetName, {} )
        Timers:CreateTimer( counter * attack_interval, function()
                -- Only jump to it if it's alive
                if target:IsAlive() then
                    -- Create trail particles
                    local trailFxIndex = ParticleManager:CreateParticle( particleTrailName, PATTACH_CUSTOMORIGIN, target )
                    ParticleManager:SetParticleControl( trailFxIndex, 0, target:GetAbsOrigin() )
                    ParticleManager:SetParticleControl( trailFxIndex, 1, caster:GetAbsOrigin() )
                  
                    Timers:CreateTimer( 0.1, function()
                            ParticleManager:DestroyParticle( trailFxIndex, false )
                            ParticleManager:ReleaseParticleIndex( trailFxIndex )
                            return nil
                        end
                    )
                  
                    -- Move hero there
                    FindClearSpaceForUnit( caster, target:GetAbsOrigin(), false )
                  
                    if target:IsHero() then
                        ability:ApplyDataDrivenModifier( caster, caster, modifierHeroName, {} )
                    else
                        ability:ApplyDataDrivenModifier( caster, caster, modifierCreepName, {} )
                    end
                  
                    caster:PerformAttack(target, true, true, true, false, false, false, false) -- FIXED
                    -- Slash particles
                    local slashFxIndex = ParticleManager:CreateParticle( particleSlashName, PATTACH_ABSORIGIN_FOLLOW, target )
                    StartSoundEvent( slashSound, caster )
                  
                    Timers:CreateTimer( 0.1, function()
                            ParticleManager:DestroyParticle( slashFxIndex, false )
                            ParticleManager:ReleaseParticleIndex( slashFxIndex )
                            StopSoundEvent( slashSound, caster )
                            return nil
                        end
                    )
                  
                    -- Clean up modifier
                    caster:RemoveModifierByName( modifierHeroName )
                    caster:RemoveModifierByName( modifierCreepName )
                    target:RemoveModifierByName( modifierTargetName )
                end
                return nil
            end
        )
    end
  
    -- Return caster to origin position
    Timers:CreateTimer( ( counter + 1 ) * attack_interval, function()
--            FindClearSpaceForUnit( caster, dummy:GetAbsOrigin(), false )
--            dummy:RemoveSelf()
            caster:RemoveModifierByName( casterModifierName )
            caster.sleight_of_fist_active = false
            return nil
        end
    )
end

function fengyuewubian ( keys )
  local caster = keys.caster
   local target = keys.target
    local zhili=caster:GetIntellect()
    local mingjie=caster:GetAgility()
    local liliang=caster:GetStrength()
    local damenum=zhili+mingjie+liliang
  
   local damageTable = {victim=target, 
      attacker=caster,       
      damage=damenum*6,
      damage_type=DAMAGE_TYPE_MAGICAL}
    ApplyDamage(damageTable) 

end
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