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_articles/abilities/ability-keyvalues.md

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### Type
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| **AbilityUnitTargetType** | **Targets** |
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| --------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------- |
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| DOTA_UNIT_TARGET_ALL | Everything, including hidden entities. |
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| DOTA_UNIT_TARGET_HERO | npc_dota_hero Heroes.<br/>DOTA_NPC_UNIT_RELATIONSHIP_TYPE_HERO |
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| DOTA_UNIT_TARGET_BASIC | Basic units, including summons. |
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| DOTA_UNIT_TARGET_MECHANICAL | npc_dota_creep_siege<br/>DOTA_NPC_UNIT_RELATIONSHIP_TYPE_SIEGE |
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| DOTA_UNIT_TARGET_BUILDING | npc_dota_tower, npc_dota_building<br/>DOTA_NPC_UNIT_RELATIONSHIP_TYPE_BUILDING |
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| DOTA_UNIT_TARGET_TREE | ent_dota_tree<br/>Examples: Tangos, Quelling Blade. |
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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. |
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| DOTA_UNIT_TARGET_COURIER | npc_dota_courier, npc_dota_flying_courier<br/>DOTA_NPC_UNIT_RELATIONSHIP_TYPE_COURIER |
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| DOTA_UNIT_TARGET_NONE | Nothing! |
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| DOTA_UNIT_TARGET_OTHER | Everything not included in the previous types. |
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| DOTA_UNIT_TARGET_CUSTOM | Not exposed?<br/>Examples: Replicate, Sunder, Demonic Conversion, Tether, Infest... |
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| **AbilityUnitTargetType** | **Targets** |
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| --------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------- |
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| DOTA_UNIT_TARGET_ALL | Everything, including hidden entities. |
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| DOTA_UNIT_TARGET_HERO | npc_dota_hero Heroes.<br/>DOTA_NPC_UNIT_RELATIONSHIP_TYPE_HERO |
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| DOTA_UNIT_TARGET_BASIC | Basic units, including summons. |
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| DOTA_UNIT_TARGET_MECHANICAL | `npc_dota_creep_siege`<br/>DOTA_NPC_UNIT_RELATIONSHIP_TYPE_SIEGE |
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| DOTA_UNIT_TARGET_BUILDING | `npc_dota_tower`, `npc_dota_building`<br/>DOTA_NPC_UNIT_RELATIONSHIP_TYPE_BUILDING |
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| DOTA_UNIT_TARGET_TREE | `ent_dota_tree`<br/>Examples: Tangos, Quelling Blade. |
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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. |
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| DOTA_UNIT_TARGET_COURIER | `npc_dota_courier`, `npc_dota_flying_courier`<br/>DOTA_NPC_UNIT_RELATIONSHIP_TYPE_COURIER |
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| DOTA_UNIT_TARGET_NONE | Nothing! |
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| DOTA_UNIT_TARGET_OTHER | Everything not included in the previous types. |
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| DOTA_UNIT_TARGET_CUSTOM | Not exposed?<br/>Examples: Replicate, Sunder, Demonic Conversion, Tether, Infest... |
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### Flags
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_articles/abilities/abilityduration-tooltips.md

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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.
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_articles/abilities/datadriven/channeling-animations.md

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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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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.
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**Note**: Ignore the +string.
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::: info
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Ignore the +string.
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:::
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**Full Example**:
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_articles/abilities/datadriven/point-channeling-aoe-ability-example.md

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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.
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:::
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---
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_articles/abilities/item-keyvalues.md

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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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![img](/images/external/4Jr9cpF.png)
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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
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```

_articles/abilities/lua-item-tutorial.md

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}
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```
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The last part we must add is link to the script file. You should create new \*.lua file somewhere in your scripts\vscripts folder. You can even create sub-folder for it if you want to be organized. Now your 'npc_items_custom.txt' should be something like this.
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The last part we must add is link to the script file. You should create new `*.lua` file somewhere in your `scripts\vscripts` folder. You can even create sub-folder for it if you want to be organized. Now your `npc_items_custom.txt` should be something like this.
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```
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"DOTAAbilities"

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

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# Using Modifier Properties in tooltips
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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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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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![img](/images/external/dngijaZ.png)
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end
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```
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In your addon\_\<language\>.txt
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In your `addon_<language>.txt`
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```json
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"DOTA_Tooltip_modifier_example_Description" "Granting %dMODIFIER_PROPERTY_PREATTACK_BONUS_DAMAGE% bonus damage!"
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This would result in a tooltip that says: **`Granting 100 bonus damage!`**
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In the tooltip the percentage `%` sign surrounds the MODIFIER*PROPERTY* to mark it as text to be replaced with the value of the modifier property.
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In the tooltip the percentage `%` sign surrounds the `MODIFIER_PROPERTY_` to mark it as text to be replaced with the value of the modifier property.
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If the contents between the %'s don't match the format then it won't work.
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## The Format

_articles/abilities/reutilizing-built-in-modifiers.md

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![img](/images/external/eHpXB-8fe79a1d57.jpg)
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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.
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_articles/assets/asset-file-type-reference.md

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| Type | .Extension | S1 Equivalent | Info, Format, Decompiler |
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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 | 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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_articles/assets/custom-minimap-icons.md

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addon_hud_textures is a unique file to define the paths for every custom icon.
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The 3 minimap_icon files are used together, and should be renamed to the name your future icon, like _minimap_questgiver_ or _boss_kappa_.
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The 3 `minimap_icon` files are used together, and should be renamed to the name your future icon, like `_minimap_questgiver_` or `_boss_kappa_`.
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## Step 2. Edit the files
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**Important**: You need to have an Alpha layer filled with the transparent figure you want to display:
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::: warning
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You need to have an Alpha layer filled with the transparent figure you want to display:
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:::
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![img](/images/external/lhQL0-81b3632bad.png)
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