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Recover most gfycats
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_articles/abilities/ability-keyvalues.md

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@@ -360,7 +360,7 @@ The same applies for **Teams** and **Types**.
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With `DOTA_UNIT_TARGET_FLAG_MAGIC_IMMUNE_ENEMIES`, and with `DOTA_UNIT_TARGET_FLAG_NONE`:
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<Gfycat id="FloweryUnevenHorseshoeBat" />
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<StaticVideo path="/videos/FloweryUnevenHorseshoeBat.mp4" />
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### Other keyvalues of the Action Target block
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_articles/abilities/datadriven/channeling-animations.md

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### Full Version
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!<Gfycat id="FlusteredBigBoa" />
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<StaticVideo path="/videos/FlusteredBigBoa.mp4" />
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Instead of trying to find the desired animation in the Action List on the wiki, you can view the animations on the model you are trying to use and their respective names.
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_articles/abilities/datadriven/invisibility-ability-example.md

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@@ -7,7 +7,7 @@ date: 19.12.2014
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This is a datadriven + lua ability that will apply the invis state and texture, with some extra particles and effects.
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<Gfycat id="MajesticDimpledIrishwaterspaniel" />
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<StaticVideo path="/videos/MajesticDimpledIrishwaterspaniel.mp4" />
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(Some effects might not be from this example, as this video shows the Assassin hero, find it in the repository later on)
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_articles/abilities/datadriven/physics-ability-example-exorcism.md

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@@ -9,11 +9,11 @@ Here's in the breakdown of an ability that spawns units and moves them with rota
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The end result while there is no enemies to go to would be like this:
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<Gfycat id="UniformLikableDavidstiger" />
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<StaticVideo path="/videos/UniformLikableDavidstiger.mp4" />
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I include a Debug boolean that can be enabled to show the path and acquisition of different states:
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<Gfycat id="MeekPortlyCrocodileskink" />
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<StaticVideo path="/videos/MeekPortlyCrocodileskink.mp4" />
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The complete codes for the ability can be found in the following [SpellLibrary](https://github.com/Pizzalol/SpellLibrary) links:
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For a different logic, check [Locust Swarm](https://github.com/MNoya/DotaCraft/blob/master/scripts/vscripts/heroes/crypt_lord/locust_swarm.lua) from **[DotaCraft](https://github.com/MNoya/DotaCraft)** repository, it uses the same movement physics but has different acquire and return logic, to fit Warcraft 3 behavior.
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<Gfycat id="TartSlowAfricangroundhornbill" />
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<StaticVideo path="/videos/TartSlowAfricangroundhornbill.mp4" />

_articles/abilities/datadriven/point-channeling-aoe-ability-example.md

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@@ -7,7 +7,7 @@ date: 27.01.2015
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Here I'll explain a method to do this type of abilities effectively, based on this Earthquake Example:
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<Gfycat id="CarefreeAridBantamrooster" />
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<StaticVideo path="/videos/CarefreeAridBantamrooster.mp4" />
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We will review each important section of the code with comments on it, including how to get the particles to show.
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_articles/abilities/datadriven/rotate-ability-example.md

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**Pitch** Rotation, 15 every frame (0.03 interval)
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<Gfycat id="BothImpureHeterodontosaurus" />
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<StaticVideo path="/videos/BothImpureHeterodontosaurus.mp4" />
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<br />
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**Yaw** Rotation, 15 every frame
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<Gfycat id="MemorableAcceptableDikdik" />
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<StaticVideo path="/videos/MemorableAcceptableDikdik.mp4" />
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<br />
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**Roll** Rotation, 15 every frame
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<Gfycat id="GraciousWebbedHamadryad" />
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<StaticVideo path="/videos/GraciousWebbedHamadryad.mp4" />
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_articles/abilities/item-keyvalues.md

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@@ -292,7 +292,7 @@ Alt-click text on items in Inventory and dropped on the ground. Takes the string
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Overrides the default "[ALLIES] **ItemName** dropped here".
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It will look for *#DOTA_Chat_Text_String* (*Text_String* can be whatever) in your addon strings.
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<Gfycat id="RemarkableImportantAnt" />
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<StaticVideo path="/videos/RemarkableImportantAnt.mp4" />
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In the item_datadriven:
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```

_articles/abilities/lua-item-tutorial.md

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IMPORTANT: We are using sounds and particle effects already precached by default. If you wish to use particle effects and sounds from other heroes or your custom ones then you have to do precaching for those resources.<br />
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This is what our item should do right now:
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<Gfycat id="RepentantYellowishDiscus" />
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<StaticVideo path="/videos/RepentantYellowishDiscus.mp4" />
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### Cast on Allied
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Now we are going to create the part that makes this item unique compared to blink dagger. First we if statement in our cast function that distinguishes how it should act depending on the target. Also at same time we make sure that double tapping the item works like it does with blink dagger (self targeting blinks towards base)
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"DOTA_Tooltip_item_blink_staff_effect_modifier_Description" "Targeted by Blink Staff"
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```
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Lets see what we have now:
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<Gfycat id="FrankBleakChihuahua" />
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<StaticVideo path="/videos/FrankBleakChihuahua.mp4" />
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Now there are still some things we need to do but first lets fix the most obvious problem. Currently there is a bug where the:<br />
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"AbilityUnitTargetTeam" "DOTA_UNIT_TARGET_TEAM_FRIENDLY"<br />
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<br />
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Happy Blinking!
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<Gfycat id="AthleticEminentAnnashummingbird" />
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<StaticVideo path="/videos/AthleticEminentAnnashummingbird.mp4" />

_articles/assets/extracting-and-compiling-vtex-files.md

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### Bonus GIF
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<Gfycat id="AmpleNaiveKiwi" />
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<StaticVideo path="/videos/AmpleNaiveKiwi.mp4" />

_articles/assets/maps/making-skip-clip-blocks-out-of-models.md

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2. Selected props -> Convert into Editable Mesh (Ctrl+Shift+T with the newly selected pasted model)
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3. Apply material (Shift+T)
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<Gfycat id="RemarkableWetDotterel" />
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<StaticVideo path="/videos/RemarkableWetDotterel.mp4" />
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That's it.
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<Gfycat id="CarefreeScarceEthiopianwolf" />
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<StaticVideo path="/videos/CarefreeScarceEthiopianwolf.mp4" />
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Thanks BMD for the gyfs

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