public ToEMPMetBlastRefMetBlastEMP(Hero me, Key key) : base(me, key) { this._tornado = new Tornado(me, () => 0); this._emp1 = new EMP(me, this.EMPDelay1); this._meteor1 = new Meteor(me, this.MeteorDelay1); this._deafeningBlast1 = new DeafeningBlast(me, this.BlastDelay1); this._refresher = new Refresher(me); this._meteor2 = new Meteor(me); this._deafeningBlast2 = new DeafeningBlast(me); this._emp2 = new EMP(me); this._sunstrike = new Sunstrike(me); this._coldSnap = new ColdSnap(me); // _sunstrike2.PositionChange = ... this.AbilitySequence = new List <ISequenceEntry> { new AwaitBlinkOrMove(me, () => this.EngageRange), this._tornado, new AwaitModifier("modifier_invoker_tornado", 3000), new AwaitBlinkOrMove(me, () => (int)this._meteor1.Ability.CastRange), this._emp1, this._meteor1, this._deafeningBlast1, this._refresher, this._meteor2, this._deafeningBlast2, this._emp2, this._coldSnap // sunstrike? }; }
public void OnLoad() { Variables.Hero = ObjectManager.LocalHero; this.pause = Variables.Hero.ClassID != ClassID.CDOTA_Unit_Hero_Invoker; if (this.pause) { return; } Variables.MenuManager = new MenuManager(Me.Name); this.coldSnap = new ColdSnap(); this.alacrity = new Alacrity(); this.chaosMeteor = new ChaosMeteor(); this.deafeningBlast = new DeafeningBlast(); this.forgeSpirit = new ForgeSpirit(); this.ghostWalk = new GhostWalk(); this.iceWall = new IceWall(); this.sunStrike = new SunStrike(); this.tornado = new Tornado(); this.emp = new EMP(); Variables.Quas = Me.Spellbook.SpellQ; Variables.Wex = Me.Spellbook.SpellW; Variables.Exort = Me.Spellbook.SpellE; Variables.Invoke = Me.Spellbook.SpellR; Variables.MenuManager.Menu.AddToMainMenu(); Variables.EnemyTeam = Me.GetEnemyTeam(); this.targetFind = new TargetFind(); Game.PrintMessage( "Invoker" + System.Reflection.Assembly.GetExecutingAssembly().GetName().Version + " loaded", MessageType.LogMessage); }
// Coldsnap // Raycast at the mouse position until the Left-Click is performed. If an enemy falls under the Raycast when // clicked, attach the Cold Snap script and associated properties. IEnumerator ColdSnap(float duration, float tickCooldown, float tickDamage) { while (!Input.GetButtonUp("Fire1")) { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; Physics.Raycast(ray, out hit); if (hit.collider.CompareTag("Enemy") && Input.GetButtonDown("Fire1")) { print("Casted: Cold Snap on " + hit.collider.name); ColdSnap coldSnap = hit.collider.gameObject.AddComponent <ColdSnap>(); coldSnap.Duration = duration; coldSnap.TickCooldown = tickCooldown; coldSnap.TickDamage = tickDamage; coldSnap.SnapMaterial = ColdSnapMaterial; coldSnap.ColdSnapSound = spellSoundClips[0]; coldSnap.ColdSnapImpactSound = spellSoundClips[1]; } yield return(null); } }
public EulsSSMeteorBlast(Hero me, Key key) : base(me, key) { this._euls = new Euls(me, () => 0); this._sunstrike = new Sunstrike(me, this.SunstrikeDelay); this._meteor = new Meteor(me, this.MeteorDelay); this._deafeningBlast = new DeafeningBlast(me, this.BlastDelay); this._coldSnap = new ColdSnap(me); this._forgeSpirit = new ForgeSpirit(me); this.AbilitySequence = new List <ISequenceEntry> { new AwaitBlinkOrMove(me, () => this.EngageRange), this._euls, new AwaitModifier("modifier_eul_cyclone", 250), this._sunstrike, this._meteor, this._deafeningBlast, this._coldSnap, this._forgeSpirit }; }