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Mar 7th, 2015
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  1. "minion_spawner"
  2. {
  3. // General
  4. //
  5. "BaseClass" "npc_dota_building" // Class of entity of link to.
  6. "Model" "models/props_gameplay/pumpkin_bucket.vmdl" // Model.
  7. "SoundSet" "Creep_Good_Range" // Name of sound set.
  8. "Level" "0"
  9. "UnitLabel" "minion_spawner"
  10. "ModelScale" "1"
  11.  
  12. // Abilities
  13. //----------------------------------------------------------------
  14.  
  15. "Ability1" "lycan_summon_wolves_datadriven" // Ability 1.
  16. "Ability2" "" // Ability 2.
  17. "Ability3" "" // Ability 3.
  18. "Ability4" "" // Ability 4.
  19. "Ability5" "" // Ability 5.
  20. "Ability6" "" // Ability 6 - Extra.
  21. "Ability7" "" // Ability 7 - Extra.
  22. "Ability8" "" // Ability 8 - Extra.
  23.  
  24. // Armor
  25. //----------------------------------------------------------------
  26. "ArmorPhysical" "0" // Physical protection.
  27. "MagicalResistance" "0" // Magical protection.
  28.  
  29. // Attack
  30. //----------------------------------------------------------------
  31. "AttackCapabilities" "DOTA_UNIT_CAP_NO_ATTACK" // Type of attack - melee, ranged, etc.
  32. "AttackDamageMin" "0" // Damage range min.
  33. "AttackDamageMax" "0" // Damage range max.
  34. "AttackDamageType" "DAMAGE_TYPE_ArmorPhysical"
  35. "AttackRate" "1" // Speed of attack.
  36. "AttackAnimationPoint" "0.5" // Normalized time in animation cycle to attack.
  37. "AttackAcquisitionRange" "800" // Range within a target can be acquired.
  38. "AttackRange" "500" // Range within a target can be attacked.
  39. "ProjectileModel" "" // Particle system model for projectile.
  40. "ProjectileSpeed" "900" // Speed of projectile.
  41.  
  42. // Attributes
  43. //----------------------------------------------------------------
  44. "AttributePrimary" "DOTA_ATTRIBUTE_STRENGTH"
  45. "AttributeBaseStrength" "0" // Base strength
  46. "AttributeStrengthGain" "0" // Strength bonus per level.
  47. "AttributeBaseIntelligence" "0" // Base intelligence
  48. "AttributeIntelligenceGain" "0" // Intelligence bonus per level.
  49. "AttributeBaseAgility" "0" // Base agility
  50. "AttributeAgilityGain" "0" // Agility bonus per level.
  51.  
  52. // Bounty
  53. //----------------------------------------------------------------
  54. "BountyXP" "0" // Experience earn.
  55. "BountyGoldMin" "0" // Gold earned min.
  56. "BountyGoldMax" "0" // Gold earned max.
  57.  
  58. // Bounds
  59. //----------------------------------------------------------------
  60. "BoundsHullName" "DOTA_HULL_SIZE_HERO" // Hull type used for navigation/locomotion.
  61.  
  62. // Movement
  63. //----------------------------------------------------------------
  64. "MovementCapabilities" "DOTA_UNIT_CAP_MOVE_NONE" // Type of locomotion - ground, air
  65. "MovementSpeed" "450" // Speed
  66. "MovementTurnRate" "1.0" // Turning rate.
  67. "FollowRange" "250" // Distance to keep when following
  68.  
  69. // Status
  70. //----------------------------------------------------------------
  71. "StatusHealth" "1" // Base health.
  72. "StatusHealthRegen" "0" // Health regeneration rate.
  73. "StatusMana" "500" // Base mana.
  74. "StatusManaRegen" "500" // Mana regeneration rate.
  75.  
  76. // Team
  77. //----------------------------------------------------------------
  78. "TeamName" "DOTA_TEAM_BADGUYS" // Team name.
  79. "CombatClassAttack" "DOTA_COMBAT_CLASS_ATTACK_PIERCE"
  80. "CombatClassDefend" "DOTA_COMBAT_CLASS_DEFEND_SOFT"
  81. "UnitRelationshipClass" "DOTA_NPC_UNIT_RELATIONSHIP_TYPE_WARD"
  82.  
  83. // Vision
  84. //----------------------------------------------------------------
  85. "VisionDaytimeRange" "0" // Range of vision during day light.
  86. "VisionNighttimeRange" "0" // Range of vision at night time.
  87.  
  88. // Bots
  89. //----------------------------------------------------------------
  90. "AttackDesire" "1.5" // How much bots want to attack them vs other non-hero things
  91. }
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