--[[ Generated with https://github.com/TypeScriptToLua/TypeScriptToLua ]] local ____exports = {} function ____exports.SetGoldUsually(self, unit) local difficulty_multiplier = 1 local baseMinGold = unit:GetMinimumGoldBounty() local baseMaxGold = unit:GetMaximumGoldBounty() local expirience = unit:GetDeathXP() local expirience_full = math.floor(expirience * difficulty_multiplier) local minGold = math.floor(baseMinGold * difficulty_multiplier) local maxGold = math.floor(baseMaxGold * difficulty_multiplier) unit:SetDeathXP(expirience_full) unit:SetMinimumGoldBounty(minGold) unit:SetMaximumGoldBounty(maxGold) end function ____exports.GiveGoldPlayers(self, amount) local players = PlayerResource:GetPlayerCountForTeam(DOTA_TEAM_GOODGUYS) do local i = 0 while i < players do local player = PlayerResource:GetPlayer(i) if player then local hero = player:GetAssignedHero() if hero ~= nil and hero ~= nil then hero:ModifyGold(amount, true, DOTA_ModifyGold_Unspecified) end end i = i + 1 end end end _G.HasShard = function(____, unit) if unit:HasModifier("modifier_item_aghanims_shard") then return true end return false end _G.HasScepter = function(____, unit) if not unit or unit:IsNull() then return false end if unit:HasModifier("modifier_item_aghanims_scepter") then return true end if unit:HasModifier("modifier_item_ultimate_scepter") then return true end if unit:HasModifier("modifier_item_ultimate_scepter_consumed") then return true end return unit:HasScepter() end _G.HasTalent = function(____, unit, talentName) local talent = unit:FindAbilityByName(talentName) return talent ~= nil and talent:GetLevel() > 0 end ____exports.SpawnUnitsAndAttack = function(____, name, location, count, data, team) local ____data_0 = data local attackPoint = ____data_0.attackPoint local target = ____data_0.target local units = {} do local index = 0 while index < count do local unit = CreateUnitByName( name, location, true, nil, nil, team ) units[#units + 1] = unit if attackPoint then Timers:CreateTimer( 0.1, function() unit:Stop() ExecuteOrderFromTable({ UnitIndex = unit:entindex(), Queue = false, OrderType = DOTA_UNIT_ORDER_ATTACK_MOVE, Position = attackPoint }) end ) elseif target then unit:SetContextThink( unit:GetUnitName(), function() ExecuteOrderFromTable({ UnitIndex = unit:entindex(), OrderType = DOTA_UNIT_ORDER_ATTACK_TARGET, TargetIndex = target:entindex() }) return 0.25 end, 0.2 ) end index = index + 1 end end return units end ____exports.GetAllHeroes = function() local heroes = {} do local index = 0 while index < PlayerResource:GetPlayerCount() do do local hero = PlayerResource:GetSelectedHeroEntity(index) if not hero then goto __continue22 end heroes[#heroes + 1] = hero end ::__continue22:: index = index + 1 end end return heroes end return ____exports