コード例 #1
0
        public void OnFinishCasting(Champion owner, Spell spell, AttackableUnit target)
        {
            var current    = new Vector2(owner.X, owner.Y);
            var to         = Vector2.Normalize(new Vector2(spell.X, spell.Y) - current);
            var range      = to * 445;
            var trueCoords = current + range;

            ApiFunctionManager.DashToLocation(owner, trueCoords.X, trueCoords.Y, 1500, false, "SPELL3");
        }
コード例 #2
0
ファイル: Spell.cs プロジェクト: egedmz/LolUrfSandbox
 public void DashToLocation(IObjAiBase unit, float x, float y,
                            float dashSpeed,
                            bool keepFacingLastDirection,
                            string animation = null,
                            float leapHeight = 0.0f,
                            float followTargetMaxDistance = 0.0f,
                            float backDistance            = 0.0f,
                            float travelTime = 0.0f)
 {
     ApiFunctionManager.DashToLocation(unit, x, y, dashSpeed, keepFacingLastDirection, animation, leapHeight, followTargetMaxDistance, backDistance, travelTime);
     (unit as IChampion).lastDasher = this;
 }
コード例 #3
0
        public void OnFinishCasting(Champion owner, Spell spell, AttackableUnit target)
        {
            // Calculate net coords
            var current    = new Vector2(owner.X, owner.Y);
            var to         = Vector2.Normalize(new Vector2(spell.X, spell.Y) - current);
            var range      = to * 750;
            var trueCoords = current + range;

            // Calculate dash coords/vector
            var dash       = Vector2.Negate(to) * 500;
            var dashCoords = current + dash;

            ApiFunctionManager.DashToLocation(owner, dashCoords.X, dashCoords.Y, 1000, true, "Spell3b");
            spell.AddProjectile("CaitlynEntrapmentMissile", trueCoords.X, trueCoords.Y);
        }
コード例 #4
0
        public void OnFinishCasting(Champion owner, Spell spell, AttackableUnit target)
        {
            var current    = new Vector2(owner.X, owner.Y);
            var to         = Vector2.Normalize(new Vector2(spell.X, spell.Y) - current);
            var range      = to * 425;
            var trueCoords = current + range;

            ApiFunctionManager.DashToLocation(owner, trueCoords.X, trueCoords.Y, 1200, false, "Spell3");
            Particle p          = ApiFunctionManager.AddParticleTarget(owner, "Graves_Move_OnBuffActivate.troy", owner);
            var      visualBuff = ApiFunctionManager.AddBuffHUDVisual("GravesSteroid", 5.0f, 90, owner);
            var      buff       = owner.AddBuffGameScript("Quickdraw", "Quickdraw", spell, -1, true);

            ApiFunctionManager.CreateTimer(4.0f, () =>
            {
                ApiFunctionManager.RemoveParticle(p);
                ApiFunctionManager.RemoveBuffHUDVisual(visualBuff);
                owner.RemoveBuffGameScript(buff);
            });
        }
コード例 #5
0
        public void ApplyEffects(Champion owner, AttackableUnit target, Spell spell, Projectile projectile)
        {
            var ap     = owner.GetStats().AbilityPower.Total;
            var damage = 25 + spell.Level * 55 + ap;

            spell.Target.TakeDamage(owner, damage, DamageType.DAMAGE_TYPE_MAGICAL, DamageSource.DAMAGE_SOURCE_SPELL,
                                    false);
            if (!spell.Target.IsDead)
            {
                ApiFunctionManager.AddParticleTarget(owner, "Blitzcrank_Grapplin_tar.troy", spell.Target, 1, "L_HAND");
                var current    = new Vector2(owner.X, owner.Y);
                var to         = Vector2.Normalize(new Vector2(spell.X, spell.Y) - current);
                var range      = to * 50;
                var trueCoords = current + range;
                ApiFunctionManager.DashToLocation((ObjAIBase)spell.Target, trueCoords.X, trueCoords.Y,
                                                  spell.SpellData.MissileSpeed, true);
            }

            projectile.setToRemove();
        }