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_articles/abilities/ability-keyvalues.md

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<!--
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TODO: Some categories are missing:
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[![Damage Type](https://i.imgur.com/WwwNkbj.png)](##damage "Damage type of the ability")
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[![Cast Animation](https://i.imgur.com/ewEWcom.png)](##animation "Animation when the spell starts casting")
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[![General Stats](https://i.imgur.com/5mO6j4Z.png)](##stats "General numeric values")
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[![Others](https://i.imgur.com/z73NEKo.png)](##others "Other less common values")
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[![Ability Special](https://i.imgur.com/3ynaE40.png)](##special "AbilityValues block, used for variables")
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[![precache](https://i.imgur.com/qKW3Xs4.png)](##precache "Precache block, used to preload assets")
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[![Ability Events](https://i.imgur.com/6IFhMIu.png)](##abilityevents "Triggers on the ability to perform Actions")
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[![Modifiers](https://i.imgur.com/XEFsYCD.png)](##modifiers "Effects that can be applied on units")
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[![Properties Block](https://i.imgur.com/HFXTmij.png)](##properties "Give numeric stat values for the duration of the modifier")
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[![States Block](https://i.imgur.com/ACfQMmq.png)](##states "Enable or Disable certain states on units")
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[![Modifier Events](https://i.imgur.com/LWPALN8.png)](#modifierevents "Triggers on the modifier to perform Actions")
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[![Damage Type](/images/external/WwwNkbj.png)](##damage "Damage type of the ability")
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[![Cast Animation](/images/external/ewEWcom.png)](##animation "Animation when the spell starts casting")
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[![General Stats](/images/external/5mO6j4Z.png)](##stats "General numeric values")
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[![Others](/images/external/z73NEKo.png)](##others "Other less common values")
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[![Ability Special](/images/external/3ynaE40.png)](##special "AbilityValues block, used for variables")
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[![precache](/images/external/qKW3Xs4.png)](##precache "Precache block, used to preload assets")
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[![Ability Events](/images/external/6IFhMIu.png)](##abilityevents "Triggers on the ability to perform Actions")
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[![Modifiers](/images/external/XEFsYCD.png)](##modifiers "Effects that can be applied on units")
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[![Properties Block](/images/external/HFXTmij.png)](##properties "Give numeric stat values for the duration of the modifier")
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[![States Block](/images/external/ACfQMmq.png)](##states "Enable or Disable certain states on units")
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[![Modifier Events](/images/external/LWPALN8.png)](#modifierevents "Triggers on the modifier to perform Actions")
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-->
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## DataDriven Ability
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```
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will be shown like this:
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![img](https://i.imgur.com/xYjIXM8.jpg)
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![img](/images/external/xYjIXM8.jpg)
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## AbilityType
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```
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"AbilityTextureName" "warchasers_buff"
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```
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![img](https://i.imgur.com/PvTBUis.png)
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![img](/images/external/PvTBUis.png)
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### Reject Self-Cast
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_articles/abilities/datadriven/all-about-the-target.md

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date: 23.01.2015
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---
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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:
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> "Target" is one bitch of a key.
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_articles/abilities/datadriven/apply-hero-and-creep-modifier-durations.md

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date: 15.01.2015
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---
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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:
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_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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![img](https://puu.sh/eGRRP/c9e6fcc98f.png)
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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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![img](https://puu.sh/eGOTt/5073e07a64.png)
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**Note**: Ignore the +string.
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**Full Example**:

_articles/abilities/datadriven/datadriven-ability-events-modifiers.md

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A guide that tries to cover every Ability & Modifier Event of the *ability_datadriven* system, with examples.
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[![img](https://i.imgur.com/T7W828Q.png)](http://moddota.com/forums/discussion/13/datadriven-ability-events-modifiers "Start")
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![img](/images/external/T7W828Q.png)
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- [Ability Events](#Comment_28)
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- [Spell Start](#Comment_28)
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<br />
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<a name="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).
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### Introduction
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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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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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![img](https://puu.sh/f61DF/2ed8e1c122.jpg)
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2. Select Control Point #1 on the Control Points List:
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![img](https://puu.sh/f61JZ/8593db279d.png)
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3. Hold and drag the control point to somewhere else by clicking on the blue rectangle:
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![img](https://puu.sh/f61MV/9d913ef133.jpg)
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![img](/images/external/f61MV-9d913ef133.jpg)
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4. Notice that there's some dust that moved with the Control Point.
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![img](https://puu.sh/f61pF/1c83b2e5cc.jpg)
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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:
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_articles/abilities/item-keyvalues.md

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Meaning if the ItemResult you want to get is called *"item_capuchino"*, your recipe would be: *"item_recipe_capuchino"*
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![img](https://puu.sh/dyDFL/f0a814100d.jpg)
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![img](/images/external/dyDFL-f0a814100d.jpg)
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If you don't, the item will till be combinable but it won't show the neat lines to the possible upgrades.
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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](https://i.imgur.com/4Jr9cpF.png)
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![img](/images/external/4Jr9cpF.png)
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Then in your "item_custom" code, you add the following:
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Displays "[ALLIES] Gather for **ItemName** here."
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![img](/images/external/duiGf-025d66f1cd.jpg)
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```~
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"ItemAlertable" "1"

_articles/abilities/lua-item-tutorial.md

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dota 2 beta\game\dota_addons\{your addon name}\resource\flash3\images\items\blink_staff.png
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```
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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: ![enter image description here](https://i.imgur.com/yz4ghPc.png "blink_staff.png")<br />
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The image I will be using for this item is this one: ![enter image description here](/images/external/yz4ghPc.png "blink_staff.png")<br />
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```
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"DOTAAbilities"
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{

_articles/abilities/lua-modifiers/5.md

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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.
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Let's take the [Simple Example](https://moddota.com/abilities/lua-modifiers/5#simple-example) from earlier and remake it using the Library.
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Let's take the [Simple Example](#simple-example) from earlier and remake it using the Library.
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```lua title="Simple Universal Barrier (Lib Edition)"
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modifier_custom_all_barrier = class({})

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

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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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"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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![img](https://i.imgur.com/bzU8GAF.png)
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![img](/images/external/bzU8GAF.png)
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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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![img](https://i.imgur.com/Xy0hTsD.png)
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![img](/images/external/Xy0hTsD.png)
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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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### My %property% always shows 0 ??
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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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