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- "DOTAAbilities"
- {
- //=================================================================================================================
- // Jailer: Discharge Holdout
- //=================================================================================================================
- "omniknight_discharge_holdout"
- {
- // General
- //-------------------------------------------------------------------------------------------------------------
- "BaseClass" "ability_datadriven"
- "ScriptFile" "omniknight_discharge_holdout"
- "AbilityTextureName" "chen_test_of_faith"
- "MaxLevel" "4"
- "AbilityBehavior" "DOTA_ABILITY_BEHAVIOR_UNIT_TARGET"
- "AbilityUnitDamageType" "DAMAGE_TYPE_PHYSICAL"
- "AbilityUnitTargetTeam" "DOTA_UNIT_TARGET_TEAM_ENEMY"
- "AbilityUnitTargetType" "DOTA_UNIT_TARGET_HERO | DOTA_UNIT_TARGET_BASIC | DOTA_UNIT_TARGET_MECHANICAL"
- "AbilityDamage" "50 100 150 200"
- // Removed stun_duration - this should be defined under the AbilitySpecial table
- "OnSpellStart"
- {
- "Damage"
- {
- "Target" "TARGET"
- "Type" "DAMAGE_TYPE_PHYSICAL"
- "Damage" "%AbilityDamage"
- }
- // The way you apply modifiers is using the ApplyModifier block instead of just naming the modifier
- "ApplyModifier"
- {
- "ModifierName" "creature_bash_ministun"
- "Target" "TARGET"
- "Duration" "%duration" // It is better to define the duration in this block so that the modifier is more dynamic
- }
- }
- // To use custom modifiers you have to create them inside a Modifiers block
- "Modifiers"
- {
- // Removed the duration field from it because it is defined in the ApplyModifier block
- // The rest of the modifier seems to be correct although I didnt have the time to check it 100%
- "creature_bash_ministun"
- {
- "EffectName" "generic_stunned" // This seems like the only part that could not work, just find the particle path in the editor in that case
- "EffectAttachType" "follow_overhead"
- "OverrideAnimation" "ACT_DOTA_DISABLED"
- "States"
- {
- "MODIFIER_STATE_STUNNED" "MODIFIER_STATE_VALUE_ENABLED"
- }
- }
- }
- // Casting
- //-------------------------------------------------------------------------------------------------------------
- "AbilityCastPoint" "0.25 0.25 0.25 0.25"
- // Time
- //-------------------------------------------------------------------------------------------------------------
- "AbilityCooldown" "15.0 15.0 15.0 15.0"
- // Cost
- //-------------------------------------------------------------------------------------------------------------
- "AbilityManaCost" "100.0 100.0 100.0 100.0"
- // Special
- //-------------------------------------------------------------------------------------------------------------
- "AbilitySpecial"
- {
- "01"
- {
- "var_type" "FIELD_INTEGER"
- "damage_dealt" "50 100 150 200" // Usually you use a custom AbilitySpecial field or define an AbilityDamage field to define the amount of damage, so this seems a bit redundant since you already have AbilityDamage
- }
- "02"
- {
- "var_type" "FIELD_INTEGER"
- "ministun_duration" "0.5" // Using this instead of the stun_duration because they are the same at this point
- }
- "03"
- {
- "var_type" "FIELD_FLOAT"
- "cooldown" "15.0 15.0 15.0 15.0" // I dont think that a cooldown AbilitySpecial field would have any use since it is almost always better to use AbilityCooldown
- }
- }
- }
- }
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