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_articles/abilities/ability-keyvalues.md

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A DataDriven ability is a collection _KeyValues_. KeyValues are simple, tree-based structures used for storing nested sections containing key/value pairs.
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DataDriven abilities are defined inside scripts/npc/npc_abilities_custom.txt under a game addon folder.
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DataDriven abilities are defined inside `scripts/npc/npc_abilities_custom.txt` under a game addon folder.
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This skeleton contains many keyvalues which will be expanded upon in this documentation.
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BaseClass can be any default dota ability name or "ability_datadriven", which allows the use of the entire data driven ability system.
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Using a dota ability as the BaseClass can be done either as an override of the ability (goes in npc_abilities_override.txt) or just as a new ability in npc_abilities.custom.txt which inherits the exposed variables. This however doesn't let us change/add its internal structure, as that code is locked in C++ code.
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Using a dota ability as the BaseClass can be done either as an override of the ability (goes in `npc_abilities_override.txt`) or just as a new ability in `npc_abilities_custom.txt` which inherits the exposed variables. This however doesn't let us change/add its internal structure, as that code is locked in C++ code.
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Here we'll focus on everything that concerns writing custom abilities from scratch, using the `"BaseClass" "ability_datadriven"`.
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The following behaviors will generate a line in the ability tooltip. You want at least one behavior of this list. The rest of the ability behaviors don't have any UI support yet.
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The UI can only show one behavior tooltip, but internally it will behave as expected, as long two contradicting keys are not used together (like _NO_TARGET_ with _UNIT_TARGET_).
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The UI can only show one behavior tooltip, but internally it will behave as expected, as long as two contradicting keys are not used together (like _NO_TARGET_ with _UNIT_TARGET_).
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| **AbilityBehavior** | **ABILITY: _Tooltip_** | **Takes precedence over:** |
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| --------------------------------- | ---------------------- | -------------------------- |
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| DOTA_UNIT_TARGET_FLAG_DEAD | Dead units, which are otherwise ignored. |
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| DOTA_UNIT_TARGET_FLAG_MELEE_ONLY | Units with AttackCapabilities DOTA_UNIT_CAP_MELEE_ATTACK. |
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| DOTA_UNIT_TARGET_FLAG_RANGED_ONLY | Units with AttackCapabilities DOTA_UNIT_CAP_RANGED_ATTACK. |
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| DOTA_UNIT_TARGET_FLAG_MANA_ONLY | Units with mana, without `"StatusMana" "0"` in the npc_units file. |
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| DOTA_UNIT_TARGET_FLAG_MANA_ONLY | Units with mana, without `"StatusMana" "0"` in the `npc_units` file. |
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| DOTA_UNIT_TARGET_FLAG_CHECK_DISABLE_HELP | Units with Disable Help on.<br/>Not sure how to make a DataDriven ability use it? |
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| DOTA_UNIT_TARGET_FLAG_NO_INVIS | Ignores invisible units (with MODIFIER_STATE_INVISIBLE.) |
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| DOTA_UNIT_TARGET_FLAG_MAGIC_IMMUNE_ENEMIES | Targets ENEMY units with `MODIFIER_STATE_MAGIC_IMMUNE`.<br/>Examples: Ensnare, Culling Blade, Primal Roar... |
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## Properties Block
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[![Properties](/images/external/HFXTmij.png)](#properties)
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[![Properties](/images/external/HFXTmij.png)](#properties-block)
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This block inside a modifier gives numeric stat bonuses from the list of modifier properties. Supports `AbilitySpecial` references and negative values.
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## States Block
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[![States](/images/external/ACfQMmq.png)](#states)
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[![States](/images/external/ACfQMmq.png)](#states-block)
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States are similar to properties, except they take one of three values:
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## Modifier Events
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[![Modifier Events](/images/external/LWPALN8.png)](#modifierevents)
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[![Modifier Events](/images/external/LWPALN8.png)](#modifier-events)
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See the detailed guide on [Modifier Events with Actions](/abilities/datadriven/datadriven-ability-events-modifiers).
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