Esempio n. 1
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        public TemplarAssassin(Unit9 owner, MultiSleeper abilitySleeper, Sleeper orbwalkSleeper, ControllableUnitMenu menu)
            : base(owner, abilitySleeper, orbwalkSleeper, menu)
        {
            this.ComboAbilities = new Dictionary <AbilityId, Func <ActiveAbility, UsableAbility> >
            {
                { AbilityId.templar_assassin_refraction, x => this.refraction = new BuffAbility(x) },
                { AbilityId.templar_assassin_meld, x => this.meld = new NukeAbility(x) },
                { AbilityId.templar_assassin_psionic_trap, x => this.trap = new Abilities.PsionicTrap(x) },

                { AbilityId.item_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_swift_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_arcane_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_overwhelming_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_orchid, x => this.orchid = new DisableAbility(x) },
                { AbilityId.item_bloodthorn, x => this.bloodthorn = new Bloodthorn(x) },
                { AbilityId.item_nullifier, x => this.nullifier = new Nullifier(x) },
                { AbilityId.item_force_staff, x => this.force = new ForceStaff(x) },
                { AbilityId.item_hurricane_pike, x => this.pike = new HurricanePike(x) },
                { AbilityId.item_sheepstick, x => this.hex = new DisableAbility(x) },
                { AbilityId.item_solar_crest, x => this.solar = new DebuffAbility(x) },
                { AbilityId.item_medallion_of_courage, x => this.medallion = new DebuffAbility(x) },
            };

            this.MoveComboAbilities.Add(AbilityId.templar_assassin_refraction, _ => this.refraction);
        }
Esempio n. 2
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        public Slark(Unit9 owner, MultiSleeper abilitySleeper, Sleeper orbwalkSleeper, ControllableUnitMenu menu)
            : base(owner, abilitySleeper, orbwalkSleeper, menu)
        {
            this.ComboAbilities = new Dictionary <AbilityId, Func <ActiveAbility, UsableAbility> >
            {
                { AbilityId.slark_dark_pact, x => this.pact = new NukeAbility(x) },
                { AbilityId.slark_pounce, x => this.pounce = new Pounce(x) },
                { AbilityId.slark_shadow_dance, x => this.dance = new ShadowDance(x) },

                { AbilityId.item_phase_boots, x => this.phase = new SpeedBuffAbility(x) },
                { AbilityId.item_abyssal_blade, x => this.abyssal = new DisableAbility(x) },
                { AbilityId.item_sheepstick, x => this.hex = new DisableAbility(x) },
                { AbilityId.item_orchid, x => this.orchid = new DisableAbility(x) },
                { AbilityId.item_bloodthorn, x => this.bloodthorn = new Bloodthorn(x) },
                { AbilityId.item_nullifier, x => this.nullifier = new Nullifier(x) },
                { AbilityId.item_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_swift_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_arcane_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_overwhelming_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_solar_crest, x => this.solar = new DebuffAbility(x) },
                { AbilityId.item_medallion_of_courage, x => this.medallion = new DebuffAbility(x) },
                { AbilityId.item_diffusal_blade, x => this.diffusal = new DebuffAbility(x) },
                { AbilityId.item_silver_edge, x => this.silver = new BuffAbility(x) },
                { AbilityId.item_invis_sword, x => this.shadow = new BuffAbility(x) },
            };

            this.MoveComboAbilities.Add(AbilityId.slark_pounce, x => this.pounceBlink = new ForceStaff(x));
        }
Esempio n. 3
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        public Juggernaut(Unit9 owner, MultiSleeper abilitySleeper, Sleeper orbwalkSleeper, ControllableUnitMenu menu)
            : base(owner, abilitySleeper, orbwalkSleeper, menu)
        {
            this.ComboAbilities = new Dictionary <AbilityId, Func <ActiveAbility, UsableAbility> >
            {
                { AbilityId.juggernaut_blade_fury, x => this.bladeFury = new NukeAbility(x) },
                { AbilityId.juggernaut_healing_ward, x => this.ward = new HealingWard(x) },
                { (AbilityId)419, x => this.slash = new Omnislash(x) },
                { AbilityId.juggernaut_omni_slash, x => this.omni = new Omnislash(x) },

                { AbilityId.item_phase_boots, x => this.phase = new SpeedBuffAbility(x) },
                { AbilityId.item_orchid, x => this.orchid = new DisableAbility(x) },
                { AbilityId.item_bloodthorn, x => this.bloodthorn = new Bloodthorn(x) },
                { AbilityId.item_nullifier, x => this.nullifier = new Nullifier(x) },
                { AbilityId.item_diffusal_blade, x => this.diffusal = new DebuffAbility(x) },
                { AbilityId.item_abyssal_blade, x => this.abyssal = new DisableAbility(x) },
                { AbilityId.item_manta, x => this.manta = new BuffAbility(x) },
                { AbilityId.item_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_swift_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_arcane_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_overwhelming_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_mjollnir, x => this.mjollnir = new ShieldAbility(x) },
            };

            this.MoveComboAbilities.Add(AbilityId.juggernaut_blade_fury, x => this.bladeFuryShield = new ShieldAbility(x));
        }
Esempio n. 4
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        public ControllableUnit(Unit9 owner, MultiSleeper abilitySleeper, Sleeper orbwalkSleeper, ControllableUnitMenu menu)
        {
            this.Owner          = owner;
            this.abilitySleeper = abilitySleeper;
            this.OrbwalkSleeper = orbwalkSleeper;
            this.Menu           = menu;
            this.Handle         = owner.Handle;

            this.MoveComboAbilities = new Dictionary <AbilityId, Func <ActiveAbility, UsableAbility> >
            {
                { AbilityId.item_blink, x => this.moveBlink = new BlinkAbility(x) },
                { AbilityId.item_force_staff, x => this.moveForceStaff = new ForceStaff(x) },
                { AbilityId.item_hurricane_pike, x => this.movePike = new ForceStaff(x) },

                { AbilityId.item_butterfly, x => this.movePhaseBoots = new MoveBuffAbility(x) },
                { AbilityId.item_invis_sword, x => this.moveShadowBlade = new MoveBuffAbility(x) },
                { AbilityId.item_silver_edge, x => this.moveSilverEdge = new MoveBuffAbility(x) },
                { AbilityId.item_glimmer_cape, x => this.moveGlimmer = new ShieldAbility(x) },

                { AbilityId.item_black_king_bar, x => this.moveBkb = new ShieldAbility(x) },
                { AbilityId.item_blade_mail, x => this.moveBladeMail = new ShieldAbility(x) },
                { AbilityId.item_hood_of_defiance, x => this.moveHood = new ShieldAbility(x) },
                { AbilityId.item_lotus_orb, x => this.moveLotus = new ShieldAbility(x) },

                { AbilityId.item_diffusal_blade, x => this.moveDiffusal = new DebuffAbility(x) },
                { AbilityId.item_abyssal_blade, x => this.moveAbyssal = new DisableAbility(x) },
                { AbilityId.item_rod_of_atos, x => this.moveAtos = new DisableAbility(x) },
                { AbilityId.item_orchid, x => this.moveOrchid = new DisableAbility(x) },
                { AbilityId.item_sheepstick, x => this.moveHex = new DisableAbility(x) },
                { AbilityId.item_bloodthorn, x => this.moveBloodthorn = new Bloodthorn(x) },
                { AbilityId.item_ethereal_blade, x => this.moveEthereal = new DebuffAbility(x) },
            };
        }
Esempio n. 5
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        public Tiny(Unit9 owner, MultiSleeper abilitySleeper, Sleeper orbwalkSleeper, ControllableUnitMenu menu)
            : base(owner, abilitySleeper, orbwalkSleeper, menu)
        {
            this.ComboAbilities = new Dictionary <AbilityId, Func <ActiveAbility, UsableAbility> >
            {
                { AbilityId.tiny_avalanche, x => this.avalanche = new DisableAbility(x) },
                { AbilityId.tiny_toss, x => this.toss = new Toss(x) },
                { AbilityId.tiny_tree_grab, x => this.treeGrab = new TreeGrab(x) },
                { AbilityId.tiny_toss_tree, x => this.treeThrow = new TreeThrow(x) },
                { AbilityId.tiny_tree_channel, x => this.volley = new TreeVolley(x) },

                { AbilityId.item_phase_boots, x => this.phase = new SpeedBuffAbility(x) },
                { AbilityId.item_ethereal_blade, x => this.ethereal = new EtherealBlade(x) },
                { AbilityId.item_dagon_5, x => this.dagon = new NukeAbility(x) },
                { AbilityId.item_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_swift_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_arcane_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_overwhelming_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_orchid, x => this.orchid = new DisableAbility(x) },
                { AbilityId.item_veil_of_discord, x => this.veil = new DebuffAbility(x) },
                { AbilityId.item_bloodthorn, x => this.bloodthorn = new Bloodthorn(x) },
            };

            this.MoveComboAbilities.Add(AbilityId.leshrac_split_earth, _ => this.avalanche);
        }
Esempio n. 6
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        public Kunkka(Unit9 owner, MultiSleeper abilitySleeper, Sleeper orbwalkSleeper, ControllableUnitMenu menu)
            : base(owner, abilitySleeper, orbwalkSleeper, menu)
        {
            this.playerHandle = owner.BaseOwner.Handle;

            this.ComboAbilities = new Dictionary <AbilityId, Func <ActiveAbility, UsableAbility> >
            {
                { AbilityId.kunkka_torrent, x => this.torrent = new Torrent(x) },
                { AbilityId.kunkka_tidebringer, x => this.tidebringer = new TargetableAbility(x) },
                { AbilityId.kunkka_x_marks_the_spot, x => this.xMark = new XMark(x) },
                { AbilityId.kunkka_return, x => this.xReturn = new UntargetableAbility(x) },
                { AbilityId.kunkka_ghostship, x => this.ship = new Ghostship(x) },

                { AbilityId.item_phase_boots, x => this.phase = new SpeedBuffAbility(x) },
                { AbilityId.item_armlet, x => this.armlet = new BuffAbility(x) },
                { AbilityId.item_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_swift_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_arcane_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_overwhelming_blink, x => this.blink = new BlinkAbility(x) },
            };

            this.ancientCamps = Context9.JungleManager.JungleCamps.Where(x => x.IsAncient).Select(x => x.CreepsPosition).ToArray();

            ParticleManager.ParticleAdded += OnParticleAdded;
            ModifierManager.ModifierAdded += OnModifierAdded;
            OrderManager.OrderAdding      += OnOrderAdding;
        }
Esempio n. 7
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        public EarthSpirit(Unit9 owner, MultiSleeper abilitySleeper, Sleeper orbwalkSleeper, ControllableUnitMenu menu)
            : base(owner, abilitySleeper, orbwalkSleeper, menu)
        {
            this.ComboAbilities = new Dictionary <AbilityId, Func <ActiveAbility, UsableAbility> >
            {
                { AbilityId.earth_spirit_boulder_smash, x => this.smash = new BoulderSmash(x) },
                { AbilityId.earth_spirit_rolling_boulder, x => this.rolling = new RollingBoulder(x) },
                { AbilityId.earth_spirit_geomagnetic_grip, x => this.grip = new GeomagneticGrip(x) },
                { AbilityId.earth_spirit_magnetize, x => this.mag = new AoeAbility(x) },
                { AbilityId.earth_spirit_stone_caller, x => this.stone = new StoneRemnant(x) },
                //{ AbilityId.earth_spirit_petrify, x => this.petrify = new NukeAbility(x) },

                { AbilityId.item_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_swift_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_arcane_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_overwhelming_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_force_staff, x => this.force = new ForceStaff(x) },
                { AbilityId.item_spirit_vessel, x => this.vessel = new DebuffAbility(x) },
                { AbilityId.item_urn_of_shadows, x => this.urn = new DebuffAbility(x) },
                { AbilityId.item_veil_of_discord, x => this.veil = new DebuffAbility(x) },
                { AbilityId.item_blade_mail, x => this.bladeMail = new ShieldAbility(x) },
                { AbilityId.item_heavens_halberd, x => this.halberd = new DisableAbility(x) },
                { AbilityId.item_shivas_guard, x => this.shiva = new DebuffAbility(x) },
            };

            this.MoveComboAbilities.Add(AbilityId.earth_spirit_rolling_boulder, x => this.rollingBlink = new RollingBoulderBlink(x));
            this.MoveComboAbilities.Add(AbilityId.earth_spirit_stone_caller, x => this.stoneBlink      = new StoneRemnantBlink(x));
            this.MoveComboAbilities.Add(AbilityId.earth_spirit_boulder_smash, _ => this.smash);
        }
Esempio n. 8
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        public Lina(Unit9 owner, MultiSleeper abilitySleeper, Sleeper orbwalkSleeper, ControllableUnitMenu menu)
            : base(owner, abilitySleeper, orbwalkSleeper, menu)
        {
            this.ComboAbilities = new Dictionary <AbilityId, Func <ActiveAbility, UsableAbility> >
            {
                { AbilityId.lina_dragon_slave, x => this.dragon = new NukeAbility(x) },
                { AbilityId.lina_light_strike_array, x => this.array = new DisableAbility(x) },
                { AbilityId.lina_laguna_blade, x => this.laguna = new NukeAbility(x) },

                { AbilityId.item_phase_boots, x => this.phase = new SpeedBuffAbility(x) },
                { AbilityId.item_force_staff, x => this.force = new ForceStaff(x) },
                { AbilityId.item_hurricane_pike, x => this.pike = new HurricanePike(x) },
                { AbilityId.item_ethereal_blade, x => this.ethereal = new EtherealBlade(x) },
                { AbilityId.item_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_swift_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_arcane_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_overwhelming_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_cyclone, x => this.euls = new EulsScepterOfDivinity(x) },
                { AbilityId.item_wind_waker, x => this.euls = new EulsScepterOfDivinity(x) },
                { AbilityId.item_sheepstick, x => this.hex = new DisableAbility(x) },
                { AbilityId.item_orchid, x => this.orchid = new DisableAbility(x) },
                { AbilityId.item_bloodthorn, x => this.bloodthorn = new Bloodthorn(x) },
                { AbilityId.item_veil_of_discord, x => this.veil = new DebuffAbility(x) },
                { AbilityId.item_rod_of_atos, x => this.atos = new DisableAbility(x) },
                { AbilityId.item_gungir, x => this.gungir = new DisableAbility(x) },
            };

            this.MoveComboAbilities.Add(AbilityId.lina_light_strike_array, _ => this.array);
        }
Esempio n. 9
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        public Riki(Unit9 owner, MultiSleeper abilitySleeper, Sleeper orbwalkSleeper, ControllableUnitMenu menu)
            : base(owner, abilitySleeper, orbwalkSleeper, menu)
        {
            this.ComboAbilities = new Dictionary <AbilityId, Func <ActiveAbility, UsableAbility> >
            {
                { AbilityId.riki_smoke_screen, x => this.smoke = new SmokeScreen(x) },
                { AbilityId.riki_blink_strike, x => this.blinkStrike = new NukeAbility(x) },
                { AbilityId.riki_tricks_of_the_trade, x => this.tricks = new TricksOfTheTrade(x) },

                { AbilityId.item_phase_boots, x => this.phase = new SpeedBuffAbility(x) },
                { AbilityId.item_abyssal_blade, x => this.abyssal = new DisableAbility(x) },
                { AbilityId.item_diffusal_blade, x => this.diffusal = new DebuffAbility(x) },
                { AbilityId.item_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_swift_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_arcane_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_overwhelming_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_nullifier, x => this.nullifier = new Nullifier(x) },
                { AbilityId.item_solar_crest, x => this.solar = new DebuffAbility(x) },
                { AbilityId.item_medallion_of_courage, x => this.medallion = new DebuffAbility(x) },
                { AbilityId.item_rod_of_atos, x => this.atos = new DisableAbility(x) },
                { AbilityId.item_gungir, x => this.gungir = new DisableAbility(x) },
                { AbilityId.item_orchid, x => this.orchid = new DisableAbility(x) },
                { AbilityId.item_bloodthorn, x => this.bloodthorn = new Bloodthorn(x) },
            };
        }
Esempio n. 10
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        public EmberSpirit(Unit9 owner, MultiSleeper abilitySleeper, Sleeper orbwalkSleeper, ControllableUnitMenu menu)
            : base(owner, abilitySleeper, orbwalkSleeper, menu)
        {
            this.ComboAbilities = new Dictionary <AbilityId, Func <ActiveAbility, UsableAbility> >
            {
                { AbilityId.ember_spirit_searing_chains, x => this.chains = new SearingChains(x) },
                { AbilityId.ember_spirit_sleight_of_fist, x => this.fist = new SleightOfFist(x) },
                { AbilityId.ember_spirit_flame_guard, x => this.shield = new ShieldAbility(x) },
                { AbilityId.ember_spirit_fire_remnant, x => this.remnant = new FireRemnant(x) },
                { AbilityId.ember_spirit_activate_fire_remnant, x => this.remnantActivate = new ActivateFireRemnant(x) },

                { AbilityId.item_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_swift_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_arcane_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_overwhelming_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_veil_of_discord, x => this.veil = new DebuffAbility(x) },
                { AbilityId.item_shivas_guard, x => this.shiva = new DebuffAbility(x) },
                { AbilityId.item_blade_mail, x => this.bladeMail = new ShieldAbility(x) },
                { AbilityId.item_mjollnir, x => this.mjollnir = new ShieldAbility(x) },
                { AbilityId.item_sheepstick, x => this.hex = new DisableAbility(x) },
                { AbilityId.item_orchid, x => this.orchid = new DisableAbility(x) },
                { AbilityId.item_bloodthorn, x => this.bloodthorn = new Bloodthorn(x) },
                { AbilityId.item_nullifier, x => this.nullifier = new Nullifier(x) },
            };

            this.MoveComboAbilities.Add(AbilityId.ember_spirit_fire_remnant, x => this.remnantBlink = new FireRemnantBlink(x));
            this.MoveComboAbilities.Add(
                AbilityId.ember_spirit_activate_fire_remnant,
                x => this.remnantActivateBlink = new ActivateFireRemnantBlink(x));
        }
Esempio n. 11
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        public Mars(Unit9 owner, MultiSleeper abilitySleeper, Sleeper orbwalkSleeper, ControllableUnitMenu menu)
            : base(owner, abilitySleeper, orbwalkSleeper, menu)
        {
            this.ComboAbilities = new Dictionary <AbilityId, Func <ActiveAbility, UsableAbility> >
            {
                { AbilityId.mars_spear, x => this.spear = new SpearOfMars(x) },
                { AbilityId.mars_gods_rebuke, x => this.rebuke = new GodsRebuke(x) },
                { AbilityId.mars_arena_of_blood, x => this.arena = new ArenaOfBlood(x) },

                { AbilityId.item_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_swift_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_arcane_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_overwhelming_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_orchid, x => this.orchid = new DisableAbility(x) },
                { AbilityId.item_nullifier, x => this.nullifier = new Nullifier(x) },
                { AbilityId.item_bloodthorn, x => this.bloodthorn = new Bloodthorn(x) },
                { AbilityId.item_blade_mail, x => this.bladeMail = new ShieldAbility(x) },
                { AbilityId.item_black_king_bar, x => this.bkb = new ShieldAbility(x) },
                { AbilityId.item_heavens_halberd, x => this.halberd = new DisableAbility(x) },
                { AbilityId.item_armlet, x => this.armlet = new BuffAbility(x) },
                { AbilityId.item_abyssal_blade, x => this.abyssal = new DisableAbility(x) },
                { AbilityId.item_solar_crest, x => this.solar = new DebuffAbility(x) },
                { AbilityId.item_medallion_of_courage, x => this.medallion = new DebuffAbility(x) },
                { AbilityId.item_sheepstick, x => this.hex = new DisableAbility(x) },
            };
        }
Esempio n. 12
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        public SkywrathMage(Unit9 owner, MultiSleeper abilitySleeper, Sleeper orbwalkSleeper, ControllableUnitMenu menu)
            : base(owner, abilitySleeper, orbwalkSleeper, menu)
        {
            this.ComboAbilities = new Dictionary <AbilityId, Func <ActiveAbility, UsableAbility> >
            {
                { AbilityId.skywrath_mage_arcane_bolt, x => this.bolt = new NukeAbility(x) },
                { AbilityId.skywrath_mage_ancient_seal, x => this.seal = new DebuffAbility(x) },
                { AbilityId.skywrath_mage_concussive_shot, x => this.concussive = new DebuffAbility(x) },
                { AbilityId.skywrath_mage_mystic_flare, x => this.flare = new MysticFlare(x) },

                { AbilityId.item_rod_of_atos, x => this.atos = new DisableAbility(x) },
                { AbilityId.item_gungir, x => this.gungir = new DisableAbility(x) },
                { AbilityId.item_veil_of_discord, x => this.veil = new DebuffAbility(x) },
                { AbilityId.item_force_staff, x => this.force = new ForceStaff(x) },
                { AbilityId.item_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_swift_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_arcane_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_overwhelming_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_sheepstick, x => this.hex = new HexSkywrath(x) },
                { AbilityId.item_ethereal_blade, x => this.ethereal = new EtherealBlade(x) },
                { AbilityId.item_nullifier, x => this.nullifier = new Nullifier(x) },
                { AbilityId.item_dagon_5, x => this.dagon = new NukeAbility(x) },
            };

            this.MoveComboAbilities.Add(AbilityId.skywrath_mage_ancient_seal, _ => this.seal);
            this.MoveComboAbilities.Add(AbilityId.skywrath_mage_concussive_shot, _ => this.concussive);
        }
Esempio n. 13
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        public Grimstroke(Unit9 owner, MultiSleeper abilitySleeper, Sleeper orbwalkSleeper, ControllableUnitMenu menu)
            : base(owner, abilitySleeper, orbwalkSleeper, menu)
        {
            this.ComboAbilities = new Dictionary <AbilityId, Func <ActiveAbility, UsableAbility> >
            {
                { AbilityId.grimstroke_dark_artistry, x => this.stroke = new DebuffAbility(x) },
                { AbilityId.grimstroke_ink_creature, x => this.embrace = new DisableAbility(x) },
                { AbilityId.grimstroke_spirit_walk, x => this.ink = new InkSwell(x) },
                { AbilityId.grimstroke_soul_chain, x => this.bind = new Soulbind(x) },
                { (AbilityId)7852, x => this.portrait = new TargetableAbility(x) },

                { AbilityId.item_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_swift_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_arcane_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_overwhelming_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_ethereal_blade, x => this.ethereal = new EtherealBlade(x) },
                { AbilityId.item_sheepstick, x => this.hex = new DisableAbility(x) },
                { AbilityId.item_shivas_guard, x => this.shiva = new DebuffAbility(x) },
                { AbilityId.item_orchid, x => this.orchid = new DisableAbility(x) },
                { AbilityId.item_bloodthorn, x => this.bloodthorn = new Bloodthorn(x) },
                { AbilityId.item_nullifier, x => this.nullifier = new Nullifier(x) },
                { AbilityId.item_rod_of_atos, x => this.atos = new DisableAbility(x) },
                { AbilityId.item_gungir, x => this.gungir = new DisableAbility(x) },
                { AbilityId.item_veil_of_discord, x => this.veil = new DebuffAbility(x) },
                { AbilityId.item_heavens_halberd, x => this.halberd = new DisableAbility(x) },
                { AbilityId.item_dagon_5, x => this.dagon = new GrimstrokeDagon(x) },
            };
        }
Esempio n. 14
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        public Necrophos(Unit9 owner, MultiSleeper abilitySleeper, Sleeper orbwalkSleeper, ControllableUnitMenu menu)
            : base(owner, abilitySleeper, orbwalkSleeper, menu)
        {
            this.ComboAbilities = new Dictionary <AbilityId, Func <ActiveAbility, UsableAbility> >
            {
                { AbilityId.necrolyte_death_pulse, x => this.pulse = new NukeAbility(x) },
                { AbilityId.necrolyte_sadist, x => this.shroud = new ShieldAbility(x) },
                { AbilityId.necrolyte_reapers_scythe, x => this.scythe = new NukeAbility(x) },

                { AbilityId.item_phase_boots, x => this.phase = new SpeedBuffAbility(x) },
                { AbilityId.item_blade_mail, x => this.bladeMail = new ShieldAbility(x) },
                { AbilityId.item_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_swift_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_arcane_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_overwhelming_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_sheepstick, x => this.hex = new DisableAbility(x) },
                { AbilityId.item_orchid, x => this.orchid = new DisableAbility(x) },
                { AbilityId.item_veil_of_discord, x => this.veil = new DebuffAbility(x) },
                { AbilityId.item_ethereal_blade, x => this.ethereal = new EtherealBlade(x) },
                { AbilityId.item_bloodthorn, x => this.bloodthorn = new Bloodthorn(x) },
                { AbilityId.item_nullifier, x => this.nullifier = new Nullifier(x) },
                { AbilityId.item_rod_of_atos, x => this.atos = new DisableAbility(x) },
                { AbilityId.item_gungir, x => this.gungir = new DisableAbility(x) },
                { AbilityId.item_shivas_guard, x => this.shiva = new DebuffAbility(x) },
                { AbilityId.item_dagon_5, x => this.dagon = new NukeAbility(x) },
            };
        }
Esempio n. 15
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        public DarkWillow(Unit9 owner, MultiSleeper abilitySleeper, Sleeper orbwalkSleeper, ControllableUnitMenu menu)
            : base(owner, abilitySleeper, orbwalkSleeper, menu)
        {
            this.ComboAbilities = new Dictionary <AbilityId, Func <ActiveAbility, UsableAbility> >
            {
                { AbilityId.dark_willow_bramble_maze, x => this.maze = new BrambleMaze(x) },
                { AbilityId.dark_willow_shadow_realm, x => this.realm = new ShadowRealm(x) },
                { AbilityId.dark_willow_cursed_crown, x => this.crown = new DebuffAbility(x) },
                { AbilityId.dark_willow_bedlam, x => this.bedlam = new NukeAbility(x) },
                { AbilityId.dark_willow_terrorize, x => this.terror = new DisableAbility(x) },

                { AbilityId.item_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_cyclone, x => this.eul = new EulsScepterOfDivinityDarkWillow(x) },
                { AbilityId.item_veil_of_discord, x => this.veil = new DebuffAbility(x) },
                { AbilityId.item_force_staff, x => this.force = new ForceStaff(x) },
                { AbilityId.item_spirit_vessel, x => this.vessel = new DebuffAbility(x) },
                { AbilityId.item_urn_of_shadows, x => this.urn = new DebuffAbility(x) },
                { AbilityId.item_sheepstick, x => this.hex = new DisableAbility(x) },
                { AbilityId.item_nullifier, x => this.nullifier = new Nullifier(x) },
                { AbilityId.item_orchid, x => this.orchid = new DisableAbility(x) },
                { AbilityId.item_bloodthorn, x => this.bloodthorn = new Bloodthorn(x) },
                { AbilityId.item_rod_of_atos, x => this.atos = new DisableAbility(x) },
            };

            this.MoveComboAbilities.Add(AbilityId.dark_willow_shadow_realm, x => this.moveRealm = new ShieldAbility(x));
            this.MoveComboAbilities.Add(AbilityId.dark_willow_cursed_crown, x => this.moveCrown = new DisableAbility(x));
        }
Esempio n. 16
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        public TrollWarlord(Unit9 owner, MultiSleeper abilitySleeper, Sleeper orbwalkSleeper, ControllableUnitMenu menu)
            : base(owner, abilitySleeper, orbwalkSleeper, menu)
        {
            this.ComboAbilities = new Dictionary <AbilityId, Func <ActiveAbility, UsableAbility> >
            {
                { AbilityId.troll_warlord_berserkers_rage, x => this.rage = new UntargetableAbility(x) },
                { AbilityId.troll_warlord_whirling_axes_melee, x => this.axeMelee = new NukeAbility(x) },
                { AbilityId.troll_warlord_whirling_axes_ranged, x => this.axeRanged = new NukeAbility(x) },
                { AbilityId.troll_warlord_battle_trance, x => this.trance = new ShieldAbility(x) },

                { AbilityId.item_phase_boots, x => this.phase = new SpeedBuffAbility(x) },
                { AbilityId.item_orchid, x => this.orchid = new DisableAbility(x) },
                { AbilityId.item_bloodthorn, x => this.bloodthorn = new Bloodthorn(x) },
                { AbilityId.item_nullifier, x => this.nullifier = new Nullifier(x) },
                { AbilityId.item_diffusal_blade, x => this.diffusal = new DebuffAbility(x) },
                { AbilityId.item_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_swift_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_arcane_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_overwhelming_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_mask_of_madness, x => this.mom = new BuffAbility(x) },
                { AbilityId.item_sheepstick, x => this.hex = new DisableAbility(x) },
                { AbilityId.item_black_king_bar, x => this.bkb = new ShieldAbility(x) },
                { AbilityId.item_abyssal_blade, x => this.abyssal = new DisableAbility(x) },
            };
        }
        public override void Apply(Ability ability)
        {
            _trackedAbility = ability;
            BlinkAbility bAbility = (BlinkAbility)ability;

            bAbility.BlinkDistance = (Mathf.Pow(_level, 0.5f) * 2) + 2;
        }
Esempio n. 18
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        public Leshrac(Unit9 owner, MultiSleeper abilitySleeper, Sleeper orbwalkSleeper, ControllableUnitMenu menu)
            : base(owner, abilitySleeper, orbwalkSleeper, menu)
        {
            this.ComboAbilities = new Dictionary <AbilityId, Func <ActiveAbility, UsableAbility> >
            {
                {
                    AbilityId.leshrac_split_earth, x =>
                    {
                        this.splitEarth = new SplitEarth(x);
                        if (this.lightning != null)
                        {
                            this.splitEarth.Storm = this.lightning;
                        }

                        this.splitEarth.FailSafe = this.FailSafe;
                        return(this.splitEarth);
                    }
                },
                { AbilityId.leshrac_diabolic_edict, x => this.diabolic = new DiabolicEdict(x) },
                {
                    AbilityId.leshrac_lightning_storm, x =>
                    {
                        this.lightning = new NukeAbility(x);
                        if (this.splitEarth != null)
                        {
                            this.splitEarth.Storm = this.lightning;
                        }

                        return(this.lightning);
                    }
                },
                { AbilityId.leshrac_pulse_nova, x => this.nova = new PulseNova(x) },

                { AbilityId.item_ethereal_blade, x => this.ethereal = new EtherealBlade(x) },
                { AbilityId.item_veil_of_discord, x => this.veil = new DebuffAbility(x) },
                { AbilityId.item_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_swift_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_arcane_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_overwhelming_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_cyclone, x => this.euls = new EulsScepterOfDivinity(x) },
                { AbilityId.item_wind_waker, x => this.euls = new EulsScepterOfDivinity(x) },
                { AbilityId.item_sheepstick, x => this.hex = new DisableAbility(x) },
                { AbilityId.item_shivas_guard, x => this.shiva = new DebuffAbility(x) },
                { AbilityId.item_rod_of_atos, x => this.atos = new DisableAbility(x) },
                { AbilityId.item_gungir, x => this.gungir = new DisableAbility(x) },
            };

            this.MoveComboAbilities.Add(AbilityId.leshrac_split_earth, _ => this.splitEarth);
        }
Esempio n. 19
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        public ShadowFiend(Unit9 owner, MultiSleeper abilitySleeper, Sleeper orbwalkSleeper, ControllableUnitMenu menu)
            : base(owner, abilitySleeper, orbwalkSleeper, menu)
        {
            this.ComboAbilities = new Dictionary <AbilityId, Func <ActiveAbility, UsableAbility> >
            {
                {
                    AbilityId.nevermore_shadowraze1, x =>
                    {
                        var raze = new NukeAbility(x);
                        this.razes.Add(raze);
                        return(raze);
                    }
                },
                {
                    AbilityId.nevermore_shadowraze2, x =>
                    {
                        var raze = new NukeAbility(x);
                        this.razes.Add(raze);
                        return(raze);
                    }
                },
                {
                    AbilityId.nevermore_shadowraze3, x =>
                    {
                        var raze = new NukeAbility(x);
                        this.razes.Add(raze);
                        return(raze);
                    }
                },
                { AbilityId.nevermore_requiem, x => this.requiem = new NukeAbility(x) },

                { AbilityId.item_veil_of_discord, x => this.veil = new DebuffAbility(x) },
                { AbilityId.item_orchid, x => this.orchid = new DisableAbility(x) },
                { AbilityId.item_bloodthorn, x => this.bloodthorn = new Bloodthorn(x) },
                { AbilityId.item_nullifier, x => this.nullifier = new Nullifier(x) },
                { AbilityId.item_ethereal_blade, x => this.ethereal = new EtherealBlade(x) },
                { AbilityId.item_sheepstick, x => this.hex = new DisableAbility(x) },
                { AbilityId.item_manta, x => this.manta = new BuffAbility(x) },
                { AbilityId.item_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_swift_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_arcane_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_overwhelming_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_cyclone, x => this.euls = new EulsScepterOfDivinity(x) },
                { AbilityId.item_wind_waker, x => this.euls = new EulsScepterOfDivinity(x) },
                { AbilityId.item_hurricane_pike, x => this.pike = new HurricanePike(x) },
                { AbilityId.item_black_king_bar, x => this.bkb = new ShieldAbility(x) },
            };
        }
Esempio n. 20
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        public ShadowShaman(Unit9 owner, MultiSleeper abilitySleeper, Sleeper orbwalkSleeper, ControllableUnitMenu menu)
            : base(owner, abilitySleeper, orbwalkSleeper, menu)
        {
            this.ComboAbilities = new Dictionary <AbilityId, Func <ActiveAbility, UsableAbility> >
            {
                { AbilityId.shadow_shaman_ether_shock, x => this.shock = new NukeAbility(x) },
                { AbilityId.shadow_shaman_voodoo, x => this.hex = new DisableAbility(x) },
                { AbilityId.shadow_shaman_shackles, x => this.shackles = new DisableAbility(x) },
                { AbilityId.shadow_shaman_mass_serpent_ward, x => this.wards = new Wards(x) },

                { AbilityId.item_force_staff, x => this.force = new ForceStaff(x) },
                { AbilityId.item_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_cyclone, x => this.euls = new EulsScepterOfDivinity(x) },
            };

            this.MoveComboAbilities.Add(AbilityId.shadow_shaman_voodoo, _ => this.hex);
        }
Esempio n. 21
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        public SandKing(Unit9 owner, MultiSleeper abilitySleeper, Sleeper orbwalkSleeper, ControllableUnitMenu menu)
            : base(owner, abilitySleeper, orbwalkSleeper, menu)
        {
            this.ComboAbilities = new Dictionary <AbilityId, Func <ActiveAbility, UsableAbility> >
            {
                { AbilityId.sandking_burrowstrike, x => this.burrow = new Burrowstrike(x) },
                { AbilityId.sandking_sand_storm, x => this.sandstorm = new UntargetableAbility(x) },
                { AbilityId.sandking_epicenter, x => this.epicenter = new Epicenter(x) },

                { AbilityId.item_veil_of_discord, x => this.veil = new DebuffAbility(x) },
                { AbilityId.item_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_force_staff, x => this.force = new ForceStaff(x) },
                { AbilityId.item_shivas_guard, x => this.shiva = new DebuffAbility(x) },
                { AbilityId.item_sheepstick, x => this.hex = new DisableAbility(x) },
            };

            this.MoveComboAbilities.Add(AbilityId.sandking_burrowstrike, x => this.burrowBlink = new BlinkAbility(x));
        }
Esempio n. 22
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        public CrystalMaiden(Unit9 owner, MultiSleeper abilitySleeper, Sleeper orbwalkSleeper, ControllableUnitMenu menu)
            : base(owner, abilitySleeper, orbwalkSleeper, menu)
        {
            this.ComboAbilities = new Dictionary <AbilityId, Func <ActiveAbility, UsableAbility> >
            {
                { AbilityId.crystal_maiden_crystal_nova, x => this.nova = new NukeAbility(x) },
                { AbilityId.crystal_maiden_frostbite, x => this.frostbite = new DisableAbility(x) },
                { AbilityId.crystal_maiden_freezing_field, x => this.field = new FreezingField(x) },

                { AbilityId.item_force_staff, x => this.force = new ForceStaff(x) },
                { AbilityId.item_blink, x => this.blink = new BlinkDaggerCM(x) },
                { AbilityId.item_glimmer_cape, x => this.glimmer = new ShieldAbility(x) },
                { AbilityId.item_black_king_bar, x => this.bkb = new ShieldAbility(x) },
                { AbilityId.item_rod_of_atos, x => this.atos = new DisableAbility(x) },
            };

            this.MoveComboAbilities.Add(AbilityId.crystal_maiden_frostbite, _ => this.frostbite);
        }
Esempio n. 23
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        public Mirana(Unit9 owner, MultiSleeper abilitySleeper, Sleeper orbwalkSleeper, ControllableUnitMenu menu)
            : base(owner, abilitySleeper, orbwalkSleeper, menu)
        {
            this.ComboAbilities = new Dictionary <AbilityId, Func <ActiveAbility, UsableAbility> >
            {
                { AbilityId.mirana_starfall, x => this.starstorm = new NukeAbility(x) },
                { AbilityId.mirana_arrow, x => this.arrow = new DisableAbility(x) },
                { AbilityId.mirana_leap, x => this.leap = new ForceStaff(x) },

                { AbilityId.item_phase_boots, x => this.phase = new SpeedBuffAbility(x) },
                { AbilityId.item_diffusal_blade, x => this.diffusal = new DebuffAbility(x) },
                { AbilityId.item_manta, x => this.manta = new BuffAbility(x) },
                { AbilityId.item_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_rod_of_atos, x => this.atos = new DisableAbility(x) },
            };

            this.MoveComboAbilities.Add(AbilityId.mirana_leap, _ => this.leap);
        }
Esempio n. 24
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        public PhantomLancer(Unit9 owner, MultiSleeper abilitySleeper, Sleeper orbwalkSleeper, ControllableUnitMenu menu)
            : base(owner, abilitySleeper, orbwalkSleeper, menu)
        {
            this.ComboAbilities = new Dictionary <AbilityId, Func <ActiveAbility, UsableAbility> >
            {
                { AbilityId.phantom_lancer_spirit_lance, x => this.lance = new NukeAbility(x) },
                { AbilityId.phantom_lancer_doppelwalk, x => this.doppel = new Doppelganger(x) },

                { AbilityId.item_diffusal_blade, x => this.diffusal = new DebuffAbility(x) },
                { AbilityId.item_abyssal_blade, x => this.abyssal = new DisableAbility(x) },
                { AbilityId.item_manta, x => this.manta = new BuffAbility(x) },
                { AbilityId.item_bloodthorn, x => this.bloodthorn = new Bloodthorn(x) },
                { AbilityId.item_orchid, x => this.orchid = new DisableAbility(x) },
                { AbilityId.item_nullifier, x => this.nullifier = new Nullifier(x) },
            };

            this.MoveComboAbilities.Add(AbilityId.phantom_lancer_doppelwalk, x => this.doppelBlink = new BlinkAbility(x));
        }
Esempio n. 25
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        public DarkSeer(Unit9 owner, MultiSleeper abilitySleeper, Sleeper orbwalkSleeper, ControllableUnitMenu menu)
            : base(owner, abilitySleeper, orbwalkSleeper, menu)
        {
            this.ComboAbilities = new Dictionary <AbilityId, Func <ActiveAbility, UsableAbility> >
            {
                {
                    AbilityId.dark_seer_vacuum, x =>
                    {
                        this.vacuum = new Vacuum(x);
                        if (this.wall != null)
                        {
                            this.wall.Vacuum = this.vacuum;
                        }

                        return(this.vacuum);
                    }
                },
                { AbilityId.dark_seer_ion_shell, x => this.shell = new IonShell(x) },
                { AbilityId.dark_seer_surge, x => this.surge = new BuffAbility(x) },
                {
                    AbilityId.dark_seer_wall_of_replica, x =>
                    {
                        this.wall = new WallOfReplica(x);
                        if (this.vacuum != null)
                        {
                            this.wall.Vacuum = this.vacuum;
                        }

                        return(this.wall);
                    }
                },

                { AbilityId.item_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_swift_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_arcane_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_overwhelming_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_shivas_guard, x => this.shiva = new DebuffAbility(x) },
                { AbilityId.item_blade_mail, x => this.bladeMail = new ShieldAbility(x) },
                { AbilityId.item_force_staff, x => this.force = new ForceStaff(x) },
            };

            this.MoveComboAbilities.Add(AbilityId.dark_seer_surge, _ => this.surge);
        }
Esempio n. 26
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        public Ursa(Unit9 owner, MultiSleeper abilitySleeper, Sleeper orbwalkSleeper, ControllableUnitMenu menu)
            : base(owner, abilitySleeper, orbwalkSleeper, menu)
        {
            this.ComboAbilities = new Dictionary <AbilityId, Func <ActiveAbility, UsableAbility> >
            {
                { AbilityId.ursa_earthshock, x => this.shock = new NukeAbility(x) },
                { AbilityId.ursa_overpower, x => this.overpower = new BuffAbility(x) },
                { AbilityId.ursa_enrage, x => this.enrage = new Enrage(x) },

                { AbilityId.item_phase_boots, x => this.phase = new SpeedBuffAbility(x) },
                { AbilityId.item_orchid, x => this.orchid = new DisableAbility(x) },
                { AbilityId.item_bloodthorn, x => this.bloodthorn = new Bloodthorn(x) },
                { AbilityId.item_nullifier, x => this.nullifier = new Nullifier(x) },
                { AbilityId.item_diffusal_blade, x => this.diffusal = new DebuffAbility(x) },
                { AbilityId.item_abyssal_blade, x => this.abyssal = new DisableAbility(x) },
                { AbilityId.item_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_black_king_bar, x => this.bkb = new ShieldAbility(x) },
            };
        }
Esempio n. 27
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        public Disruptor(Unit9 owner, MultiSleeper abilitySleeper, Sleeper orbwalkSleeper, ControllableUnitMenu menu)
            : base(owner, abilitySleeper, orbwalkSleeper, menu)
        {
            this.ComboAbilities = new Dictionary <AbilityId, Func <ActiveAbility, UsableAbility> >
            {
                { AbilityId.disruptor_thunder_strike, x => this.thunder = new NukeAbility(x) },
                { AbilityId.disruptor_glimpse, x => this.glimpse = new TargetableAbility(x) },
                { AbilityId.disruptor_kinetic_field, x => this.field = new KineticField(x) },
                { AbilityId.disruptor_static_storm, x => this.storm = new StaticStorm(x) },

                { AbilityId.item_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_force_staff, x => this.force = new ForceStaff(x) },
                { AbilityId.item_veil_of_discord, x => this.veil = new DebuffAbility(x) },
            };

            this.MoveComboAbilities.Add(AbilityId.disruptor_kinetic_field, _ => this.field);

            Entity.OnParticleEffectAdded += this.OnParticleEffectAdded;
        }
Esempio n. 28
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        public ChaosKnight(Unit9 owner, MultiSleeper abilitySleeper, Sleeper orbwalkSleeper, ControllableUnitMenu menu)
            : base(owner, abilitySleeper, orbwalkSleeper, menu)
        {
            this.ComboAbilities = new Dictionary <AbilityId, Func <ActiveAbility, UsableAbility> >
            {
                { AbilityId.chaos_knight_chaos_bolt, x => this.bolt = new DisableAbility(x) },
                { AbilityId.chaos_knight_reality_rift, x => this.rift = new TargetableAbility(x) },
                { AbilityId.chaos_knight_phantasm, x => this.phantasm = new UntargetableAbility(x) },

                { AbilityId.item_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_black_king_bar, x => this.bkb = new ShieldAbility(x) },
                { AbilityId.item_manta, x => this.manta = new BuffAbility(x) },
                { AbilityId.item_armlet, x => this.armlet = new BuffAbility(x) },
                { AbilityId.item_heavens_halberd, x => this.halberd = new DisableAbility(x) },
                { AbilityId.item_orchid, x => this.orchid = new DisableAbility(x) },
                { AbilityId.item_bloodthorn, x => this.bloodthorn = new Bloodthorn(x) },
            };

            this.MoveComboAbilities.Add(AbilityId.slardar_sprint, _ => this.bolt);
        }
Esempio n. 29
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        public Lion(Unit9 owner, MultiSleeper abilitySleeper, Sleeper orbwalkSleeper, ControllableUnitMenu menu)
            : base(owner, abilitySleeper, orbwalkSleeper, menu)
        {
            this.ComboAbilities = new Dictionary <AbilityId, Func <ActiveAbility, UsableAbility> >
            {
                { AbilityId.lion_impale, x => this.impale = new DisableAbility(x) },
                { AbilityId.lion_mana_drain, x => this.drain = new ManaDrain(x) },
                { AbilityId.lion_voodoo, x => this.hex = new DisableAbility(x) },
                { AbilityId.lion_finger_of_death, x => this.finger = new NukeAbility(x) },

                { AbilityId.item_force_staff, x => this.force = new ForceStaff(x) },
                { AbilityId.item_veil_of_discord, x => this.veil = new DebuffAbility(x) },
                { AbilityId.item_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_dagon_5, x => this.dagon = new NukeAbility(x) },
                { AbilityId.item_ethereal_blade, x => this.ethereal = new EtherealBlade(x) },
            };

            this.MoveComboAbilities.Add(AbilityId.lion_impale, _ => this.impale);
            this.MoveComboAbilities.Add(AbilityId.lion_voodoo, _ => this.hex);
        }
Esempio n. 30
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        public Pugna(Unit9 owner, MultiSleeper abilitySleeper, Sleeper orbwalkSleeper, ControllableUnitMenu menu)
            : base(owner, abilitySleeper, orbwalkSleeper, menu)
        {
            this.ComboAbilities = new Dictionary <AbilityId, Func <ActiveAbility, UsableAbility> >
            {
                { AbilityId.pugna_nether_blast, x => this.blast = new NukeAbility(x) },
                { AbilityId.pugna_decrepify, x => this.decrepify = new DebuffAbility(x) },
                { AbilityId.pugna_nether_ward, x => this.ward = new AoeAbility(x) },
                { AbilityId.pugna_life_drain, x => this.drain = new TargetableAbility(x) },

                { AbilityId.item_blink, x => this.blink = new BlinkAbility(x) },
                { AbilityId.item_dagon_5, x => this.dagon = new NukeAbility(x) },
                { AbilityId.item_sheepstick, x => this.hex = new DisableAbility(x) },
                { AbilityId.item_orchid, x => this.orchid = new DisableAbility(x) },
                { AbilityId.item_veil_of_discord, x => this.veil = new DebuffAbility(x) },
                { AbilityId.item_bloodthorn, x => this.bloodthorn = new Bloodthorn(x) },
                { AbilityId.item_nullifier, x => this.nullifier = new Nullifier(x) },
                { AbilityId.item_rod_of_atos, x => this.atos = new DisableAbility(x) },
            };
        }