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Copy file name to clipboardExpand all lines: _articles/units/unit-keyvalues.md
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@@ -34,7 +34,7 @@ The definition of the default dota units can be found in [npc_units.txt](https:/
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### Base Classes
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There are a lot of classes for units, the [complete list can be found in here](https://moddota.com/forums/discussion/comment/746/#Comment_746), but as we don't have much control over their properties, only a few are really useful for custom units in general:
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There are a lot of classes for units, but as we don't have much control over their properties, only a few are really useful for custom units in general:
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****npc_dota_creature***
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@@ -44,7 +44,7 @@ There are a lot of classes for units, the [complete list can be found in here](h
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****npc_dota_building***
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Linked to `"DOTA_UNIT_TARGET_BUILDING"`, this baseclass can prove useful in many situations.
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Linked to `"DOTA_UNIT_TARGET_BUILDING"`, this baseclass can prove useful in many situations.
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It has the following properties imposed to it, which we have **no control** over them:
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* No visual turning, even if internally the unit is actually changing its forward vector. Usually a good thing, the creature equivalent behavior for this is the stunned state.
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<br />
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Worth mentioning `npc_dota_tower` is a subclass of building, and is coded to trigger stuff like the announcers, team gold sharing and aggro AI. Use npc_dota_building with attack to make towers that aren't forced to use those mechanics.
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****npc_dota_thinker***
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For dummy units. More on this later
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`"AbilityLayout"` is used for the built-in Flash UI to change how many abilities it can display, and currently its limited to 4, 5 and 6 (anything else will malfunction)
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## Stats
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## Stats
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Because of :valve: - reasons , unit stats aren't hover-able, but they are there.
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### Physical and Magical protection
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```
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```
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"AttackCapabilities" "DOTA_UNIT_CAP_NO_ATTACK"
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```
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List of Attack Capabilities:
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*`DOTA_UNIT_CAP_NO_ATTACK`
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"ProjectileSpeed" "900"
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```
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Find hero/unit attack particles with the asset browser, filtering for the hero name + "attack vpcf"
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Find hero/unit attack particles with the asset browser, filtering for the hero name + "attack vpcf"
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If you have any "Melee to Ranged" mechanic, the unit definition should have a projectile speed, else it will default to 0, effectively making them never reach its target.
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| Name | Dota Equivalent
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|---|---|
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| Normal | DOTA_COMBAT_CLASS_ATTACK_BASIC
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| Pierce | DOTA_COMBAT_CLASS_ATTACK_PIERCE
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| Normal | DOTA_COMBAT_CLASS_ATTACK_BASIC
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| Pierce | DOTA_COMBAT_CLASS_ATTACK_PIERCE
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| Siege | DOTA_COMBAT_CLASS_ATTACK_SIEGE
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| Chaos | DOTA_COMBAT_CLASS_ATTACK_LIGHT
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| Hero | DOTA_COMBAT_CLASS_ATTACK_HERO
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"RoamDistance" "2000.0"
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}
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}
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"OffensiveAbilities"
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{
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"Ability1"
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"Ability1"
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{
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"Name" "broodmother_spawn_spiderlings"
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}
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