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Dota-Zombie-Invasion/scripts/vscripts/abilities/heroes/juggernaut/ability_juggernaut_samurai_soul.lua
T
2026-05-29 15:11:31 +07:00

194 lines
6.9 KiB
Lua

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 registerAbility = ____dota_ts_adapter.registerAbility
local registerModifier = ____dota_ts_adapter.registerModifier
____exports.ability_juggernaut_samurai_soul = __TS__Class()
local ability_juggernaut_samurai_soul = ____exports.ability_juggernaut_samurai_soul
ability_juggernaut_samurai_soul.name = "ability_juggernaut_samurai_soul"
ability_juggernaut_samurai_soul.____file_path = "scripts/vscripts/abilities/heroes/juggernaut/ability_juggernaut_samurai_soul.lua"
__TS__ClassExtends(ability_juggernaut_samurai_soul, BaseAbility)
function ability_juggernaut_samurai_soul.prototype.GetIntrinsicModifierName(self)
return "modifier_juggernaut_samurai_soul"
end
ability_juggernaut_samurai_soul = __TS__Decorate(
ability_juggernaut_samurai_soul,
ability_juggernaut_samurai_soul,
{registerAbility(nil)},
{kind = "class", name = "ability_juggernaut_samurai_soul"}
)
____exports.ability_juggernaut_samurai_soul = ability_juggernaut_samurai_soul
____exports.modifier_juggernaut_samurai_soul = __TS__Class()
local modifier_juggernaut_samurai_soul = ____exports.modifier_juggernaut_samurai_soul
modifier_juggernaut_samurai_soul.name = "modifier_juggernaut_samurai_soul"
modifier_juggernaut_samurai_soul.____file_path = "scripts/vscripts/abilities/heroes/juggernaut/ability_juggernaut_samurai_soul.lua"
__TS__ClassExtends(modifier_juggernaut_samurai_soul, BaseModifier)
function modifier_juggernaut_samurai_soul.prototype.____constructor(self, ...)
BaseModifier.prototype.____constructor(self, ...)
self.lastAttackTime = 0
self.RESET_TIMEOUT = self:GetAbility():GetSpecialValueFor("cooldown")
self.maxRestoreCount = 2
end
function modifier_juggernaut_samurai_soul.prototype.IsHidden(self)
return false
end
function modifier_juggernaut_samurai_soul.prototype.IsPurgable(self)
return false
end
function modifier_juggernaut_samurai_soul.prototype.IsDebuff(self)
if self:GetStackCount() > 0 then
return true
end
return false
end
function modifier_juggernaut_samurai_soul.prototype.RemoveOnDeath(self)
return false
end
function modifier_juggernaut_samurai_soul.prototype.OnCreated(self)
if not IsServer() then
return
end
local ability = self:GetAbility()
if ability then
local configuredLimit = ability:GetSpecialValueFor("max_restore_count")
if configuredLimit > 0 then
self.maxRestoreCount = configuredLimit
end
end
self:StartIntervalThink(0.1)
end
function modifier_juggernaut_samurai_soul.prototype.OnIntervalThink(self)
if not IsServer() then
return
end
local currentTime = GameRules:GetGameTime()
local timeSinceLastAttack = currentTime - self.lastAttackTime
if timeSinceLastAttack >= self.RESET_TIMEOUT and self:GetStackCount() > 0 then
local parent = self:GetParent()
if parent and parent:IsRealHero() then
local hero = parent
self:SetStackCount(0)
hero:CalculateStatBonus(true)
end
end
end
function modifier_juggernaut_samurai_soul.prototype.DeclareFunctions(self)
return {
MODIFIER_PROPERTY_MIN_HEALTH,
MODIFIER_PROPERTY_STATS_AGILITY_BONUS,
MODIFIER_PROPERTY_STATS_INTELLECT_BONUS,
MODIFIER_PROPERTY_STATS_STRENGTH_BONUS,
MODIFIER_EVENT_ON_DEATH
}
end
function modifier_juggernaut_samurai_soul.prototype.OnDeath(self, event)
if event.unit == self:GetParent() then
self:GetCaster():RemoveModifierByName("modifier_juggernaut_samurai_soul")
end
end
function modifier_juggernaut_samurai_soul.prototype.GetModifierBonusStats_Strength(self)
if not IsServer() then
return 0
end
local parent = self:GetParent()
if not parent then
return 0
end
if parent:PassivesDisabled() then
return 0
end
if not parent:IsRealHero() then
return 0
end
local hero = parent
local baseStr = hero:GetBaseStrength()
return -baseStr * (self:GetStackCount() * (0.01 * self:GetAbility():GetSpecialValueFor("debuff_pct")))
end
function modifier_juggernaut_samurai_soul.prototype.GetModifierBonusStats_Agility(self)
if not IsServer() then
return 0
end
local parent = self:GetParent()
if not parent then
return 0
end
if parent:PassivesDisabled() then
return 0
end
if not parent:IsRealHero() then
return 0
end
local hero = parent
local baseAgi = hero:GetBaseAgility()
return -baseAgi * (self:GetStackCount() * (0.01 * self:GetAbility():GetSpecialValueFor("debuff_pct")))
end
function modifier_juggernaut_samurai_soul.prototype.GetModifierBonusStats_Intellect(self)
if not IsServer() then
return 0
end
local parent = self:GetParent()
if not parent then
return 0
end
if parent:PassivesDisabled() then
return 0
end
if not parent:IsRealHero() then
return 0
end
local hero = parent
local baseInt = hero:GetBaseIntellect()
return -baseInt * (self:GetStackCount() * (0.01 * self:GetAbility():GetSpecialValueFor("debuff_pct")))
end
function modifier_juggernaut_samurai_soul.prototype.GetMinHealth(self)
if self:GetParent():PassivesDisabled() then
return 0
end
self:SetDuration(11, true)
self.lastAttackTime = GameRules:GetGameTime()
if self:GetStackCount() >= self.maxRestoreCount then
return 0
end
if self:GetCaster():GetHealth() < 10 then
self:GetCaster():SetHealth(self:GetCaster():GetMaxHealth())
self:IncrementStackCount()
self:GetCaster():CalculateStatBonus(true)
end
return 1
end
function modifier_juggernaut_samurai_soul.prototype.OnDestroy(self)
if not IsServer() then
return
end
local caster = self:GetCaster()
local ability = self:GetAbility()
if caster and not caster:IsNull() and caster:IsAlive() and ability and not ability:IsNull() then
caster:AddNewModifier(
self:GetParent(),
ability,
"modifier_juggernaut_samurai_soul",
{}
)
end
end
function modifier_juggernaut_samurai_soul.prototype.GetTexture(self)
if self:GetStackCount() > 0 then
return "new_heroes/juggernaut_death"
else
return "new_heroes/juggernaut_miracle"
end
end
modifier_juggernaut_samurai_soul = __TS__Decorate(
modifier_juggernaut_samurai_soul,
modifier_juggernaut_samurai_soul,
{registerModifier(nil)},
{kind = "class", name = "modifier_juggernaut_samurai_soul"}
)
____exports.modifier_juggernaut_samurai_soul = modifier_juggernaut_samurai_soul
return ____exports