84 lines
3.7 KiB
Lua
84 lines
3.7 KiB
Lua
local ____lualib = require("lualib_bundle")
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local __TS__Class = ____lualib.__TS__Class
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local __TS__ClassExtends = ____lualib.__TS__ClassExtends
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local __TS__Decorate = ____lualib.__TS__Decorate
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local ____exports = {}
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local ____dota_ts_adapter = require("lib.dota_ts_adapter")
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local BaseItem = ____dota_ts_adapter.BaseItem
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local BaseModifier = ____dota_ts_adapter.BaseModifier
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local registerAbility = ____dota_ts_adapter.registerAbility
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local registerModifier = ____dota_ts_adapter.registerModifier
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local ____luck = require("utils.luck")
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local rollLuckChance = ____luck.rollLuckChance
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local MELEE_STRENGTH_BLOCK_PCT = 50
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--- Щит воина: запас здоровья, реген, шанс заблокировать физический урон от атак; шанс для героев с Luck.
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____exports.item_warrior_shield = __TS__Class()
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local item_warrior_shield = ____exports.item_warrior_shield
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item_warrior_shield.name = "item_warrior_shield"
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item_warrior_shield.____file_path = "scripts/vscripts/items/default_items/item_warrior_shield.lua"
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__TS__ClassExtends(item_warrior_shield, BaseItem)
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function item_warrior_shield.prototype.GetIntrinsicModifierName(self)
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return ____exports.modifier_item_warrior_shield.name
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end
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item_warrior_shield = __TS__Decorate(
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item_warrior_shield,
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item_warrior_shield,
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{registerAbility(nil)},
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{kind = "class", name = "item_warrior_shield"}
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)
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____exports.item_warrior_shield = item_warrior_shield
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____exports.modifier_item_warrior_shield = __TS__Class()
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local modifier_item_warrior_shield = ____exports.modifier_item_warrior_shield
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modifier_item_warrior_shield.name = "modifier_item_warrior_shield"
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modifier_item_warrior_shield.____file_path = "scripts/vscripts/items/default_items/item_warrior_shield.lua"
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__TS__ClassExtends(modifier_item_warrior_shield, BaseModifier)
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function modifier_item_warrior_shield.prototype.IsHidden(self)
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return true
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end
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function modifier_item_warrior_shield.prototype.IsPurgable(self)
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return false
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end
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function modifier_item_warrior_shield.prototype.DeclareFunctions(self)
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return {MODIFIER_PROPERTY_PHYSICAL_CONSTANT_BLOCK, MODIFIER_PROPERTY_HEALTH_REGEN_CONSTANT, MODIFIER_PROPERTY_HEALTH_BONUS}
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end
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function modifier_item_warrior_shield.prototype.GetModifierHealthBonus(self)
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return self:GetAbility():GetSpecialValueFor("bonus_health")
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end
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function modifier_item_warrior_shield.prototype.GetModifierConstantHealthRegen(self)
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return self:GetAbility():GetSpecialValueFor("bonus_health_regen")
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end
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function modifier_item_warrior_shield.prototype.GetModifierPhysical_ConstantBlock(self)
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if not IsServer() then
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return 0
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end
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local ability = self:GetAbility()
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if not ability then
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return 0
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end
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local chancePct = ability:GetSpecialValueFor("damage_block_chance")
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local parent = self:GetParent()
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local ____parent_IsRealHero_result_0
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if parent:IsRealHero() then
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____parent_IsRealHero_result_0 = rollLuckChance(nil, parent, chancePct / 100)
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else
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____parent_IsRealHero_result_0 = RollPercentage(chancePct)
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end
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local blocked = ____parent_IsRealHero_result_0
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if blocked then
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local baseBlock = parent:IsRangedAttacker() and ability:GetSpecialValueFor("damage_block") * 0.5 or ability:GetSpecialValueFor("damage_block")
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if not parent:IsRealHero() or parent:IsRangedAttacker() then
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return baseBlock
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end
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return baseBlock + parent:GetStrength() * (MELEE_STRENGTH_BLOCK_PCT / 100)
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end
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return 0
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end
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modifier_item_warrior_shield = __TS__Decorate(
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modifier_item_warrior_shield,
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modifier_item_warrior_shield,
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{registerModifier(nil)},
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{kind = "class", name = "modifier_item_warrior_shield"}
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)
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____exports.modifier_item_warrior_shield = modifier_item_warrior_shield
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return ____exports
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