local ____lualib = require("lualib_bundle") local __TS__Class = ____lualib.__TS__Class local __TS__ClassExtends = ____lualib.__TS__ClassExtends local __TS__Decorate = ____lualib.__TS__Decorate local ____exports = {} local ____dota_ts_adapter = require("lib.dota_ts_adapter") local BaseAbility = ____dota_ts_adapter.BaseAbility local BaseModifier = ____dota_ts_adapter.BaseModifier local registerModifier = ____dota_ts_adapter.registerModifier local ____dota_ts_adapter = require("lib.dota_ts_adapter") local registerAbility = ____dota_ts_adapter.registerAbility ____exports.skeleton_archer_fire_arrow = __TS__Class() local skeleton_archer_fire_arrow = ____exports.skeleton_archer_fire_arrow skeleton_archer_fire_arrow.name = "skeleton_archer_fire_arrow" skeleton_archer_fire_arrow.____file_path = "scripts/vscripts/abilities/creep/skeleton_archer.lua" __TS__ClassExtends(skeleton_archer_fire_arrow, BaseAbility) function skeleton_archer_fire_arrow.prototype.GetIntrinsicModifierName(self) return "modifier_skeleton_archer_fire_arrow" end skeleton_archer_fire_arrow = __TS__Decorate( skeleton_archer_fire_arrow, skeleton_archer_fire_arrow, {registerAbility(nil)}, {kind = "class", name = "skeleton_archer_fire_arrow"} ) ____exports.skeleton_archer_fire_arrow = skeleton_archer_fire_arrow ____exports.modifier_skeleton_archer_fire_arrow = __TS__Class() local modifier_skeleton_archer_fire_arrow = ____exports.modifier_skeleton_archer_fire_arrow modifier_skeleton_archer_fire_arrow.name = "modifier_skeleton_archer_fire_arrow" modifier_skeleton_archer_fire_arrow.____file_path = "scripts/vscripts/abilities/creep/skeleton_archer.lua" __TS__ClassExtends(modifier_skeleton_archer_fire_arrow, BaseModifier) function modifier_skeleton_archer_fire_arrow.prototype.____constructor(self, ...) BaseModifier.prototype.____constructor(self, ...) self.bonusDamage = 0 end function modifier_skeleton_archer_fire_arrow.prototype.IsHidden(self) return true end function modifier_skeleton_archer_fire_arrow.prototype.IsPurgable(self) return false end function modifier_skeleton_archer_fire_arrow.prototype.OnCreated(self, params) if not IsServer() then return end if not self:GetAbility() then return end self.bonusDamage = self:GetAbility():GetSpecialValueFor("bonus_damage") end function modifier_skeleton_archer_fire_arrow.prototype.OnRefresh(self, params) if not IsServer() then return end if not self:GetAbility() then return end self.bonusDamage = self:GetAbility():GetSpecialValueFor("bonus_damage") end function modifier_skeleton_archer_fire_arrow.prototype.DeclareFunctions(self) return {MODIFIER_EVENT_ON_ATTACK_LANDED} end function modifier_skeleton_archer_fire_arrow.prototype.OnAttackLanded(self, event) if not IsServer() then return end if event.attacker ~= self:GetParent() then return end if not event.target then return end if not event.target:IsAlive() then return end ApplyDamage({ victim = event.target, attacker = event.attacker, damage = self.bonusDamage, damage_type = DAMAGE_TYPE_MAGICAL, ability = self:GetAbility() }) end modifier_skeleton_archer_fire_arrow = __TS__Decorate( modifier_skeleton_archer_fire_arrow, modifier_skeleton_archer_fire_arrow, {registerModifier(nil)}, {kind = "class", name = "modifier_skeleton_archer_fire_arrow"} ) ____exports.modifier_skeleton_archer_fire_arrow = modifier_skeleton_archer_fire_arrow return ____exports