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Funesti

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Oct 4th, 2015
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  1. "DOTAAbilities"
  2. {
  3. //=================================================================================================================
  4. // Jailer: Discharge Holdout
  5. //=================================================================================================================
  6. "omniknight_discharge_holdout"
  7. {
  8. // General
  9. //-------------------------------------------------------------------------------------------------------------
  10. "BaseClass" "ability_datadriven"
  11. "ScriptFile" "omniknight_discharge_holdout"
  12. "AbilityTextureName" "chen_test_of_faith"
  13. "MaxLevel" "4"
  14.  
  15. "AbilityBehavior" "DOTA_ABILITY_BEHAVIOR_UNIT_TARGET"
  16. "AbilityUnitDamageType" "DAMAGE_TYPE_PHYSICAL"
  17. "AbilityUnitTargetTeam" "DOTA_UNIT_TARGET_TEAM_ENEMY"
  18. "AbilityUnitTargetType" "DOTA_UNIT_TARGET_HERO | DOTA_UNIT_TARGET_BASIC | DOTA_UNIT_TARGET_MECHANICAL"
  19. "AbilityDamage" "50 100 150 200"
  20. // Removed stun_duration - this should be defined under the AbilitySpecial table
  21.  
  22. "OnSpellStart"
  23. {
  24. "Damage"
  25. {
  26. "Target" "TARGET"
  27. "Type" "DAMAGE_TYPE_PHYSICAL"
  28. "Damage" "%AbilityDamage"
  29. }
  30.  
  31. // The way you apply modifiers is using the ApplyModifier block instead of just naming the modifier
  32. "ApplyModifier"
  33. {
  34. "ModifierName" "creature_bash_ministun"
  35. "Target" "TARGET"
  36. "Duration" "%duration" // It is better to define the duration in this block so that the modifier is more dynamic
  37. }
  38. }
  39.  
  40. // To use custom modifiers you have to create them inside a Modifiers block
  41. "Modifiers"
  42. {
  43. // Removed the duration field from it because it is defined in the ApplyModifier block
  44. // The rest of the modifier seems to be correct although I didnt have the time to check it 100%
  45. "creature_bash_ministun"
  46. {
  47. "EffectName" "generic_stunned" // This seems like the only part that could not work, just find the particle path in the editor in that case
  48. "EffectAttachType" "follow_overhead"
  49. "OverrideAnimation" "ACT_DOTA_DISABLED"
  50.  
  51. "States"
  52. {
  53. "MODIFIER_STATE_STUNNED" "MODIFIER_STATE_VALUE_ENABLED"
  54. }
  55. }
  56. }
  57.  
  58. // Casting
  59. //-------------------------------------------------------------------------------------------------------------
  60. "AbilityCastPoint" "0.25 0.25 0.25 0.25"
  61.  
  62. // Time
  63. //-------------------------------------------------------------------------------------------------------------
  64. "AbilityCooldown" "15.0 15.0 15.0 15.0"
  65.  
  66. // Cost
  67. //-------------------------------------------------------------------------------------------------------------
  68. "AbilityManaCost" "100.0 100.0 100.0 100.0"
  69.  
  70. // Special
  71. //-------------------------------------------------------------------------------------------------------------
  72. "AbilitySpecial"
  73. {
  74. "01"
  75. {
  76. "var_type" "FIELD_INTEGER"
  77. "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
  78. }
  79. "02"
  80. {
  81. "var_type" "FIELD_INTEGER"
  82. "ministun_duration" "0.5" // Using this instead of the stun_duration because they are the same at this point
  83. }
  84. "03"
  85. {
  86. "var_type" "FIELD_FLOAT"
  87. "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
  88. }
  89. }
  90. }
  91. }
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