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| DOTA_UNIT_TARGET_CREEP | npc_dota_creature, npc_dota_creep<br/>Same as BASIC, but _might_ not include things like some summons.<br/>Examples: Death Pact, Devour. |
| DOTA_UNIT_TARGET_CREEP |`npc_dota_creature`, `npc_dota_creep`<br/>Same as BASIC, but _might_ not include things like some summons.<br/>Examples: Death Pact, Devour. |
Copy file name to clipboardExpand all lines: _articles/abilities/abilityduration-tooltips.md
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@@ -21,11 +21,11 @@ And then have your modifier refer to %AbilityDuration in the "Duration" modifier
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But when you want to indicate that your ability lasts for said duration, this AbilityDuration doesn't generate a **"DURATION:"** tooltip by itself, so you have 3 options:
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**Option 1.** Write "Last 3 seconds at level 1 and then 2 at level 2 and 3" in the \_Description.
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**Option 1.** Write "Last 3 seconds at level 1 and then 2 at level 2 and 3" in the `_Description`.
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This is bad for the reasons explained before.
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**Option 2\*.** Have a "duration" AbilityValue in addition to the "AbilityDuration" and keep both values synchronized.
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**Option 2\*.** Have a "duration" AbilityValue in addition to the `AbilityDuration` and keep both values synchronized.
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Suboptimal but decent solution, as it allows you to use ability:GetAbilityDuration() which takes its value from AbilityDuration.
Copy file name to clipboardExpand all lines: _articles/abilities/datadriven/channeling-animations.md
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@@ -9,7 +9,7 @@ date: 18.01.2015
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## Short Version:
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ApplyModifier with short duration in a OnThinkInterval, channeling modifier has an OverrideAnimation with a ACT\_ from the [Action List](https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Actions_List) or with the method explained later.
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ApplyModifier with short duration in a OnThinkInterval, channeling modifier has an OverrideAnimation with a `ACT_` from the [Action List](https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Actions_List) or with the method explained later.
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**Short Version Example:**
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@@ -47,9 +47,11 @@ Instead of trying to find the desired animation in the Action List on the wiki,
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For this, go to the Asset Browser, type your hero name + _vmdl_, in this case I'm going to use drow.vmdl. Double click it, you will enter the Model Editor. In here, you want to go to the top tabs and click Tools -> View Sequences.
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After this, you can select any animation and it will animate the white blocks at the right. To get the ACT\_ name, you can click Properties then open the Activities box, or just tick down the Activity checkbox in the Sequences window, which will show how all the animations are refered ingame.
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After this, you can select any animation and it will animate the white blocks at the right. To get the `ACT_` name, you can click Properties then open the Activities box, or just tick down the Activity checkbox in the Sequences window, which will show how all the animations are refered ingame.
Copy file name to clipboardExpand all lines: _articles/abilities/datadriven/point-channeling-aoe-ability-example.md
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@@ -168,7 +168,9 @@ And the passive ability:
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}
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```
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**IMPORTANT:** The dummy doesn't have `MODIFIER_STATE_INVULNERABLE` enabled, because that state is a bitch, usually preventing from applying modifiers even if they have `MODIFIER_ATTRIBUTE_IGNORE_INVULNERABLE`. That's why I called it \_vulnerable even though it can't take damage.
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::: warning
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The dummy doesn't have `MODIFIER_STATE_INVULNERABLE` enabled, because that state is a bitch, usually preventing from applying modifiers even if they have `MODIFIER_ATTRIBUTE_IGNORE_INVULNERABLE`. That's why I called it `_vulnerable` even though it can't take damage.
Copy file name to clipboardExpand all lines: _articles/abilities/item-keyvalues.md
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@@ -11,7 +11,7 @@ A comprehensive guide to npc_items_custom and coding items
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## General
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Start with "item*" and your item name. If you **don't** put `item*` at the beginning of an item, bad things happen.
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Start with `item_` and your item name. If you **don't** put `item_` at the beginning of an item, bad things happen.
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```
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"item_custom"
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`/resource/flash3/images/items`
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And put a .PNG file with dimensions **86 x 64**, with the same name as the "item_custom", WITHOUT the "item\_"
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And put a .PNG file with dimensions **86 x 64**, with the same name as the `item_custom`, WITHOUT the `item_`
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mapName should be the name of YOUR MAP (.vmap file in Hammer or content folder), NOT your addon name (both could be the same, or you could have multiple maps with different shops)
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Adding "\_shops" to the mapName is also mandatory.
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Adding `_shops` to the mapName is also mandatory.
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A template shop file:
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### Tags & Alias
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Tags are defined in addon_english, find them in [dota_english] under _// Tags_
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Tags are defined in `addon_english`, find them in [dota_english] under `// Tags`
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Aliases help the search bar to find the item quickly with abbreviations
Copy file name to clipboardExpand all lines: _articles/abilities/lua-item-tutorial.md
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@@ -55,7 +55,7 @@ The image I will be using for this item is this one: 's
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Any time you see a modifier tooltip using a non-static number it's getting its value from one of that modifier's [`MODIFIER_PROPERTY_`](https://moddota.com/api/#!/vscripts/modifierfunction)'s
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some examples:
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@@ -59,15 +59,15 @@ function modifier_example:GetModifierPreAttack_BonusDamage()
Copy file name to clipboardExpand all lines: _articles/abilities/reutilizing-built-in-modifiers.md
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@@ -110,7 +110,7 @@ After modifying the addon_english.txt:
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Note that you cannot refer to a new custom %dMODIFIER*PROPERTY*[CONSTANT_LIST](/abilities/ability-keyvalues)% in the tooltip, because it doesn't have the custom values in its modifier.
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Note that you cannot refer to a new custom `%dMODIFIER_PROPERTY_`[CONSTANT_LIST](/abilities/ability-keyvalues)`%` in the tooltip, because it doesn't have the custom values in its modifier.
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Instead you can make those tooltips in the separate modifier, or directly add the numbers to the original modifier tooltip if they are static values (like in this case I could've written 50 and 322). Sadly, you can't set the built-in modifier as hidden either.
| Animation | vanim | smd |_.smd_ files are added to a _.vmdl_ through the Model Editor to make _.vanim_ files. |
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| Animation | vanim | smd |`.smd` files are added to a `.vmdl` through the Model Editor to make `.vanim` files. |
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| Animation Sequence | vgarp | ? | ?? |
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| Map | vmap | vmf | Hammer Files.<br />No decompiler known to humans yet, but it is rumored that a magical penguin is working on it. |
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| Material | vmat | vmt | Made with .tga files in the Material Editor.<br /> Decompiler: [S2V](https://s2v.app/)|
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| Model | vmdl | mdl | Decompilation Guide: [MDL to VMDL Conversion](models/mdl-to-vmdl-conversion)|
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| Mesh | vmesh | smd,dmx,fbx | Defines the shape of a model.<br />Loaded to the Model editor to make a new model. |
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| Particle | vpcf | pcf | Decompiler: [S2V](https://s2v.app/)<br />No method yet known for PCF to VPCF conversion. |
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| Sound | vsnd | wav | Takes wav/mp3 files and converts them to this file through a _.vsndevts_|
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| Sound | vsnd | wav | Takes wav/mp3 files and converts them to this file through a `.vsndevts`|
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| Sound Event | vsndevts | txt |[Sound Editor](https://github.com/pingzing/dota2-sound-editor) reads the Source 1 strings which are identical to the ones used in Source 2.<br />Guide: [Adding and playing Custom Sounds](custom-sounds)|
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| Texture | vtex | vtx | Compiled out of .tga files.<br />Guide: [Extracting and Compiling VTEX files](/assets/extracting-and-compiling-vtex-files)|
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