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Mar 17th, 2015
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  1. "npc_nm_min_undead_walker"
  2. {
  3. // General
  4. //
  5. "BaseClass" "npc_dota_creature" // Class of entity of link to.
  6. "Model" "models/heroes/undying/undying_minion.mdl" // Model.
  7. "SoundSet" "Undying_Zombie" // Name of sound set.
  8. "GameSoundsFile" "soundevents/game_sounds_creeps.vsndevts"
  9. "Level" "1"
  10. "UnitLabel" "minion_undead_walker_name"
  11.  
  12. "precache"
  13. {
  14. "soundfile" "soundevents/game_sounds_heroes/game_sounds_undying.vsndevts"
  15. }
  16.  
  17.  
  18. // Abilities
  19. //----------------------------------------------------------------
  20.  
  21. "Ability1" "lion_impale" // Ability 1.
  22. "Ability2" "" // Ability 2.
  23. "Ability3" "" // Ability 3.
  24. "Ability4" "" // Ability 4.
  25. "Ability5" "" // Ability 5.
  26. "Ability6" "" // Ability 6 - Extra.
  27. "Ability7" "" // Ability 7 - Extra.
  28. "Ability8" "" // Ability 8 - Extra.
  29.  
  30. // Armor
  31. //----------------------------------------------------------------
  32. "ArmorPhysical" "0" // Physical protection.
  33. "MagicalResistance" "0" // Magical protection.
  34.  
  35. // Attack
  36. //----------------------------------------------------------------
  37. "AttackCapabilities" "DOTA_UNIT_CAP_MELEE_ATTACK" // Type of attack - melee, ranged, etc.
  38. "AttackDamageMin" "10" // Damage range min.
  39. "AttackDamageMax" "10" // Damage range max.
  40. "AttackDamageType" "DAMAGE_TYPE_ArmorPhysical"
  41. "AttackRate" "1" // Speed of attack.
  42. "AttackAnimationPoint" "0.5" // Normalized time in animation cycle to attack.
  43. "AttackAcquisitionRange" "9000" // Range within a target can be acquired.
  44. "AttackRange" "100" // Range within a target can be attacked.
  45. "ProjectileModel" "" // Particle system model for projectile.
  46. "ProjectileSpeed" "900" // Speed of projectile.
  47.  
  48. // Attributes
  49. //----------------------------------------------------------------
  50. "AttributePrimary" "DOTA_ATTRIBUTE_STRENGTH"
  51. "AttributeBaseStrength" "0" // Base strength
  52. "AttributeStrengthGain" "0" // Strength bonus per level.
  53. "AttributeBaseIntelligence" "0" // Base intelligence
  54. "AttributeIntelligenceGain" "0" // Intelligence bonus per level.
  55. "AttributeBaseAgility" "0" // Base agility
  56. "AttributeAgilityGain" "0" // Agility bonus per level.
  57.  
  58. // Bounty
  59. //----------------------------------------------------------------
  60. "BountyXP" "0" // Experience earn.
  61. "BountyGoldMin" "0" // Gold earned min.
  62. "BountyGoldMax" "0" // Gold earned max.
  63.  
  64. // Bounds
  65. //----------------------------------------------------------------
  66. "BoundsHullName" "DOTA_HULL_SIZE_HERO" // Hull type used for navigation/locomotion.
  67.  
  68. // Movement
  69. //----------------------------------------------------------------
  70. "MovementCapabilities" "DOTA_UNIT_CAP_MOVE_GROUND" // Type of locomotion - ground, air
  71. "MovementSpeed" "450" // Speed
  72. "MovementTurnRate" "1.0" // Turning rate.
  73. "FollowRange" "250" // Distance to keep when following
  74.  
  75. // Status
  76. //----------------------------------------------------------------
  77. "StatusHealth" "100" // Base health.
  78. "StatusHealthRegen" "0" // Health regeneration rate.
  79. "StatusMana" "500" // Base mana.
  80. "StatusManaRegen" "5" // Mana regeneration rate.
  81.  
  82. // Team
  83. //----------------------------------------------------------------
  84. "TeamName" "DOTA_TEAM_BADGUYS" // Team name.
  85. "CombatClassAttack" "DOTA_COMBAT_CLASS_ATTACK_PIERCE"
  86. "CombatClassDefend" "DOTA_COMBAT_CLASS_DEFEND_BASIC"
  87. "UnitRelationshipClass" "DOTA_NPC_UNIT_RELATIONSHIP_TYPE_DEFAULT"
  88.  
  89. // Vision
  90. //----------------------------------------------------------------
  91. "VisionDaytimeRange" "0" // Range of vision during day light.
  92. "VisionNighttimeRange" "0" // Range of vision at night time.
  93.  
  94. // Bots
  95. //----------------------------------------------------------------
  96. //"AttackDesire" "1.5" // How much bots want to attack them vs other non-hero things
  97.  
  98.  
  99. // Creature Data
  100. //----------------------------------------------------------------
  101. "Creature"
  102. {
  103. "CanRespawn" "0"
  104.  
  105. //Basic AI State
  106. //-----------------------------------------------------------------
  107. "DefaultState" "Invade"
  108. "States"
  109. {
  110. "Invade"
  111. {
  112. "Name" "Invade"
  113. "Aggression" "100.0"
  114. "Avoidance" "0.0"
  115. "Support" "0.0"
  116. //"RoamDistance" "150.0"
  117. }
  118. }
  119.  
  120. "PermanentDesire" "1"
  121.  
  122. "OffensiveAbilities"
  123. {
  124. "Ability1" // Change this if you didn't put your fired spell into the first slot
  125. {
  126. "Name" "lion_impale"
  127. }
  128. }
  129. }
  130. }
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