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_articles/abilities/modifier-properties-in-tooltips.md

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@@ -20,7 +20,7 @@ some examples:
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```
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"DOTA_Tooltip_modifier_tower_aura_bonus_Description" "Armor increased by %dMODIFIER_PROPERTY_PHYSICAL_ARMOR_BONUS% and health regeneration by %dMODIFIER_PROPERTY_HEALTH_REGEN_CONSTANT%."
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```
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and approximately 560 more examples in valve's [abilities_english.txt](https://raw.githubusercontent.com/SteamDatabase/GameTracking-Dota2/master/game/dota/pak01_dir/resource/localization/abilities_english.txt)
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and approximately 560 more examples in valve's abilities_english.txt.
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As you can see, all of those numbers are not manually written into the modifier description, they are dynamically grabbed from the modifier.
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function modifier_example:DeclareFunctions()
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return {
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MODIFIER_PROPERTY_PREATTACK_BONUS_DAMAGE,
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}
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}
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end
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function modifier_example:GetModifierPreAttack_BonusDamage()
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### The Format
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`%<-><number><d|f>MODIFIER_PROPERTY_%`
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Snippet from [abilities_english.txt](https://raw.githubusercontent.com/SteamDatabase/GameTracking-Dota2/master/game/dota/pak01_dir/resource/localization/abilities_english.txt):
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Snippet from abilities_english.txt:
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```
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// substitution for modifier tooltips
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// 'f' for float
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// optional '-' to not abs() the values
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// optional number to specify the number of decimals to print after a float
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// eg: %-2fMODIFIER_PROPERTY_BASEDAMAGEOUTGOING_PERCENTAGE%
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// use %% to draw a percentage sign
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// eg: %-2fMODIFIER_PROPERTY_BASEDAMAGEOUTGOING_PERCENTAGE%
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// use %% to draw a percentage sign
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test
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```
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return {
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MODIFIER_PROPERTY_TOOLTIP,
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MODIFIER_PROPERTY_TOOLTIP2,
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}
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}
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end
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function modifier_example:OnTooltip()
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### My %property% always shows 0 ??
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If you're having this issue then your returned value is probably only seen on the Server and not the Client.
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See this guide for instruction: [Sending Server values to the Client](https://moddota.com/abilities/server-to-client)
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See this guide for instruction: [Sending Server values to the Client](https://moddota.com/abilities/server-to-client)

_articles/assets/extracting-and-compiling-vtex-files.md

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Hello everybody. Recently, I've been looking through the .VTEX files used by most of the sprites and particle effects in-game, but I couldn't find any extensive documentation about it. Therefore, I decided to write this little guide in case anybody else finds it useful.
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### Extracting from VTEX
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1) Extracting images from compiled VTEX files (.VTEX_C) is actually quite simple, but we need those files first. If you haven't already extracted them, you can find them in pak01_dir.vpk, which is located in your dota_ugc\game\dota_imported folder. Use a tool like GCFScape to open and extract the files that you need.
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1) Extracting images from compiled VTEX files (.VTEX_C) is actually quite simple, but we need those files first. If you haven't already extracted them, you can find them in pak01_dir.vpk, which is located in your dota_ugc\game\dota_imported folder. Use a tool like GCFScape or [Source 2 Viewer](https://s2v.app/) to open and extract the files that you need.
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![img](https://i.imgur.com/xsQnBg9.png)
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_articles/assets/models/mdl-to-vmdl-conversion.md

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### Required Tools
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* [GCFScape](https://developer.valvesoftware.com/wiki/GCFScape)
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* [GCFScape](https://developer.valvesoftware.com/wiki/GCFScape) or [Source 2 Viewer](https://s2v.app/)
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* [Crowbar](https://steamcommunity.com/groups/CrowbarTool/discussions/0/617328415069203029/)
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* [VTFEdit](https://developer.valvesoftware.com/wiki/VTFEdit)
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* Workshop Tools (Material and Model Editor)
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### 1. Acquire the **model** and **material** files from the main game VPK (*pak01_dir.vpk*) using GCFScape.
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### 1. Acquire the **model** and **material** files from the main game VPK (*pak01_dir.vpk*) using GCFScape.
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The following file types are required:
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![img](https://puu.sh/i3aCO/4887dee9a8.png)
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Color Material files are located in the the *materials/models/* folder. In this example this courier has 3 associated color files, one for each skin, so we'll get
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Color Material files are located in the the *materials/models/* folder. In this example this courier has 3 associated color files, one for each skin, so we'll get
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![img](https://puu.sh/i3aCw/5df098fb34.png)
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Create new folders on each or just drop the files over the respective directories. Make sure to use the content folder (not the /game/). <br />The location of the reference mesh in /content/models/ will determine the location where the .vmdl file will be saved.
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### 5. Generate a .vmat file from the TGA files.
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### 5. Generate a .vmat file from the TGA files.
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- Open the Material Editor
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- File -> New Material

_articles/scripting-introduction.md

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const units = FindUnitsInRadius(npc.GetTeamNumber(), npc.GetAbsOrigin(), undefined, 500,
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UnitTargetTeam.ENEMY, UnitTargetType.Basic | UnitTargetType.HERO,
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UnitTargetFlags.NONE, FindOrder.FIND_ANY_ORDER, false);
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for (const unit of units) {
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unit.ForceKill(true);
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}
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If you want to check the scripts of a certain game on the [Custom Games Workshop](https://steamcommunity.com/workshop/browse/?appid=570&browsesort=trend&section=readytouseitems) which hasn't made their source public on GitHub (because they are fools), just follow these steps:
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1. Subscribe to the game. Download [Valve Resource Viewer](https://vrf.steamdb.info/) if you haven't done so yet.
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2. Check the URL, steamcommunity.com/sharedfiles/filedetails/?id=**copy this number**
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3. Go to your Steam folder -> SteamApps -> workshop -> content -> 570 (this is the dota folder)
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4. Search for the copied number folder
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5. Open the .vpk file with GCFScape or VRF and extract its contents anywhere you want. Now you can access its scripts and compiled models/particles/sounds.
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1. Subscribe to the game. Download [Source 2 Viewer](https://s2v.app/) if you haven't done so yet.
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2. Open Explorer in the app.
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3. Open the workshop vpk.
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Manually:
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1. Check the URL, steamcommunity.com/sharedfiles/filedetails/?id=**copy this number**
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2. Go to your Steam folder -> SteamApps -> workshop -> content -> 570 (this is the dota folder)
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3. Search for the copied number folder
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4. Open the .vpk file with GCFScape or S2V and extract its contents anywhere you want. Now you can access its scripts and compiled models/particles/sounds.
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![img](https://puu.sh/g2zNP/d1e018010e.png)
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_articles/tools/github-repos-and-search.md

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## Misc
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* [Game Tracking](https://github.com/SteamDatabase/GameTracking-Dota2)
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* [Valve Resource Format](https://github.com/SteamDatabase/ValveResourceFormat)
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* [Valve Resource Format](https://github.com/ValveResourceFormat/ValveResourceFormat)
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* [Typescript Declarations](https://github.com/ModDota/TypeScriptDeclarations)
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* [Dota VPK Updates](https://github.com/spirit-bear-productions/dota_vpk_updates/)
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