Files
Dota-Zombie-Invasion/scripts/vscripts/items/default_items/item_poor_shield.lua
T
2026-05-29 15:11:31 +07:00

76 lines
3.2 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 BaseItem = ____dota_ts_adapter.BaseItem
local BaseModifier = ____dota_ts_adapter.BaseModifier
local registerAbility = ____dota_ts_adapter.registerAbility
local registerModifier = ____dota_ts_adapter.registerModifier
local ____luck = require("utils.luck")
local rollLuckChance = ____luck.rollLuckChance
--- Бедный щит: броня и шанс заблокировать физический урон от атак; шанс для героев с Luck.
____exports.item_poor_shield = __TS__Class()
local item_poor_shield = ____exports.item_poor_shield
item_poor_shield.name = "item_poor_shield"
item_poor_shield.____file_path = "scripts/vscripts/items/default_items/item_poor_shield.lua"
__TS__ClassExtends(item_poor_shield, BaseItem)
function item_poor_shield.prototype.GetIntrinsicModifierName(self)
return ____exports.modifier_item_poor_shield.name
end
item_poor_shield = __TS__Decorate(
item_poor_shield,
item_poor_shield,
{registerAbility(nil)},
{kind = "class", name = "item_poor_shield"}
)
____exports.item_poor_shield = item_poor_shield
____exports.modifier_item_poor_shield = __TS__Class()
local modifier_item_poor_shield = ____exports.modifier_item_poor_shield
modifier_item_poor_shield.name = "modifier_item_poor_shield"
modifier_item_poor_shield.____file_path = "scripts/vscripts/items/default_items/item_poor_shield.lua"
__TS__ClassExtends(modifier_item_poor_shield, BaseModifier)
function modifier_item_poor_shield.prototype.IsHidden(self)
return true
end
function modifier_item_poor_shield.prototype.IsPurgable(self)
return false
end
function modifier_item_poor_shield.prototype.DeclareFunctions(self)
return {MODIFIER_PROPERTY_PHYSICAL_CONSTANT_BLOCK, MODIFIER_PROPERTY_PHYSICAL_ARMOR_BONUS}
end
function modifier_item_poor_shield.prototype.GetModifierPhysicalArmorBonus(self)
return self:GetAbility():GetSpecialValueFor("bonus_physical_armor")
end
function modifier_item_poor_shield.prototype.GetModifierPhysical_ConstantBlock(self)
if not IsServer() then
return 0
end
local ability = self:GetAbility()
if not ability then
return 0
end
local chancePct = ability:GetSpecialValueFor("damage_block_chance")
local parent = self:GetParent()
local ____parent_IsRealHero_result_0
if parent:IsRealHero() then
____parent_IsRealHero_result_0 = rollLuckChance(nil, parent, chancePct / 100)
else
____parent_IsRealHero_result_0 = RollPercentage(chancePct)
end
local blocked = ____parent_IsRealHero_result_0
if blocked then
return self:GetCaster():IsRangedAttacker() and ability:GetSpecialValueFor("damage_block") * 0.5 or ability:GetSpecialValueFor("damage_block")
end
return 0
end
modifier_item_poor_shield = __TS__Decorate(
modifier_item_poor_shield,
modifier_item_poor_shield,
{registerModifier(nil)},
{kind = "class", name = "modifier_item_poor_shield"}
)
____exports.modifier_item_poor_shield = modifier_item_poor_shield
return ____exports