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Copy file name to clipboardExpand all lines: _articles/abilities/datadriven/all-about-the-target.md
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date: 23.01.2015
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I wanted to review a [very old thread](http://moddota.com/cmsinternal/index.php/tet/pre-empting-problems-in-dota) which was posted almost one year ago but still isn't completely well documented anywhere:
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I wanted to review a very old thread which was posted almost one year ago but still isn't completely well documented anywhere:
Copy file name to clipboardExpand all lines: _articles/abilities/datadriven/apply-hero-and-creep-modifier-durations.md
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date: 15.01.2015
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I came up with this method after [kritth](http://moddota.com/forums/profile/1600/kritth) showed us that you can directly add a `"Duration"` key value to an `"ApplyModifier"` block and the use of the `"Target"` block without a Radius (defaulting to 0).
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I came up with this method after kritth showed us that you can directly add a `"Duration"` key value to an `"ApplyModifier"` block and the use of the `"Target"` block without a Radius (defaulting to 0).
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Basically, abusing the datadriven system we can do this on any event:
Copy file name to clipboardExpand all lines: _articles/abilities/datadriven/channeling-animations.md
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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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<br />
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<aname="start"></a>
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This is an Intermediate guide that expects some knowledge of the most common first-level keyvalues. If unsure about the meaning of any of them, check the [DataDriven Ability Breakdown](http://moddota.com/forums/discussion/14/datadriven-ability-breakdown).
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This is an Intermediate guide that expects some knowledge of the most common first-level keyvalues. If unsure about the meaning of any of them, check the [DataDriven Ability Breakdown](/abilities/ability-keyvalues).
Copy file name to clipboardExpand all lines: _articles/abilities/datadriven/point-channeling-aoe-ability-example.md
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}
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```
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First action will destroy the trees around the POINT targeted and the second action applies a modifier that takes care of the channeling animation, using the same method explained in the [Channeling Animations Tutorial](http://moddota.com/forums/discussion/77/channeling-animations)
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First action will destroy the trees around the POINT targeted and the second action applies a modifier that takes care of the channeling animation, using the same method explained in the [Channeling Animations Tutorial](/abilities/datadriven/channeling-animations)
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Animation needs to start half a second later to sync with the damage, this is a matter of experimenting with the time frames.
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1. Open the particle system on the Particle Editor, double clicking on it (needs **decompiled particles**!)
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2. Select Control Point #1 on the Control Points List:
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3. Hold and drag the control point to somewhere else by clicking on the blue rectangle:
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4. Notice that there's some dust that moved with the Control Point.
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**This means you need to set it!** Else it will stay unattached and originate on the (0,0,0) position at the map.
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Not gonna lie, it's mostly trial and error and just a bit of reading whatever the PET info has to enlighten you:
note that the file name is 'blink_staff.png' instead of 'item_blink_staff.png'. This is because dota will read ability texture name of 'item_blink_staff' as 'item\blink_staff.png'<br />It is also important to note that using same name for your ability texture is doubly important as the image in shop doesn't appear correctly if you use different name.<br />
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The image I will be using for this item is this one: <br />
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The image I will be using for this item is this one: <br />
Copy file name to clipboardExpand all lines: _articles/abilities/lua-modifiers/5.md
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@@ -91,7 +91,7 @@ The main things you're going to want to care about from the event are:
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While each property is useful when you need them, most of the time a barrier just acts as a bonus health pool for the unit, so you only care about how much damage was done. `damage` is a float that contains the amount of post-reduction damage the parent took, and `report_max` is a bool for the client that determines whether we return the max or the current health of the barrier.
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Since a barrier is dynamic and requires properties on both the client and the server side of the code to be in sync, we need to make use of custom transmitter data. This guide assumes you are familiar with the custom transmitter concept, but if you're not, then you can refer to the guide [here](https://moddota.com/abilities/server-to-client/#transmitters) and continue afterwards. It's alright, I'll wait.
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Since a barrier is dynamic and requires properties on both the client and the server side of the code to be in sync, we need to make use of custom transmitter data. This guide assumes you are familiar with the custom transmitter concept, but if you're not, then you can refer to the guide [here](/abilities/server-to-client/#transmitters) and continue afterwards. It's alright, I'll wait.
Copy file name to clipboardExpand all lines: _articles/abilities/modifier-properties-in-tooltips.md
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@@ -8,15 +8,15 @@ date: 05.12.2021
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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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```
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"DOTA_Tooltip_modifier_fountain_aura_buff_Description" "Heals %dMODIFIER_PROPERTY_HEALTH_REGEN_PERCENTAGE%%% HP and %dMODIFIER_PROPERTY_MANA_REGEN_TOTAL_PERCENTAGE%%% mana per second."
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```
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```
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"DOTA_Tooltip_modifier_smoke_of_deceit_Description" "Invisible, moving %dMODIFIER_PROPERTY_MOVESPEED_BONUS_PERCENTAGE%%% faster, and hidden from the minimap. Attacking or moving within %dMODIFIER_PROPERTY_TOOLTIP% range of an enemy hero or tower will break the invisibility."
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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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### 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](/abilities/server-to-client)
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