- 10 Июн 2016
- 116
- 0
Вобщем вопрос 1, как сделать юниту АОЕ с Модификатором, то-есть когда тычка прилетает она дамажит всем юнитам рядом где приземлилась эта тычка + урон дамажит,
Вот я пытался сделать с помощью скади,ульты дровки + аганима, но хер знает по чему при атаке игра тупо вылетает...
spawn....
Units.DataDriven..
Abilites..
Вот я пытался сделать с помощью скади,ульты дровки + аганима, но хер знает по чему при атаке игра тупо вылетает...
spawn....
Код:
local unit = CreateUnitByName("mage", pos, true, caster, caster, caster:GetTeamNumber())
FindClearSpaceForUnit(unit, pos, true)
local dagger = CreateItem("item_ultimate_scepter", unit, unit)
dagger:SetPurchaseTime(0)
unit:AddItem(dagger)
Код:
"mage"
{
// General
//----------------------------------------------------------------
"BaseClass" "npc_dota_creature" // Базовый класс
"Model" "models\creeps\lane_creeps\creep_radiant_ranged\radiant_ranged_mega.vmdl" // Модель
"SoundSet" "Hero_drow_ranger"
"ModelScale" "1" // Размер модели
"Level" "3" // Уровень
"HealthBarOffset" "140" // Насколько высоко будет хп бар
"HasInventory" "0" // Имеет ли инвентарь
"BoundsHullName" "DOTA_HULL_SIZE_SMALL"
//----------------------------------------------------------------
"Ability1" "drow_ranger_marksmanship" // Ability 1.
"Ability2" "g_b" // Ability 2.
"Ability3" "" // Ability 3.
"Ability4" ""
// Armor
//----------------------------------------------------------------
"ArmorPhysical" "0"
"MagicalResistance" "0"
// Attack
//----------------------------------------------------------------
"AttackCapabilities" "DOTA_UNIT_CAP_RANGED_ATTACK"
"AttackDamageType" "DAMAGE_TYPE_ArmorPhysical"
"AttackDamageMin" "150"
"AttackDamageMax" "240"
"AttackRate" "0.5"
"AttackAnimationPoint" "0.5"
"AttackAcquisitionRange" "500"
"AttackRange" "500"
"ProjectileModel" "particles/base_attacks/ranged_tower_bad.vpcf" // Particle system model for projectile.
// Abilities
// Bounty
//----------------------------------------------------------------
"BountyGoldMin" "8000"
"BountyGoldMax" "9999"
// Bounds
//----------------------------------------------------------------
"BoundsHullName" "DOTA_HULL_SIZE_HERO"
"RingRadius" "70"
// Movement
//----------------------------------------------------------------
"MovementCapabilities" "DOTA_UNIT_CAP_MOVE_GROUND"
"MovementSpeed" "300"
"MovementTurnRate" "0.6"
// Status
//----------------------------------------------------------------
"StatusHealth" "1500"
"StatusHealthRegen" "0.1"
"StatusMana" "100"
"StatusManaRegen" "1000"
// Vision
//----------------------------------------------------------------
"VisionDaytimeRange" "1400"
"VisionNighttimeRange" "800"
"particle_folder" "particles/units/heroes/hero_drow_ranger"
"GameSoundsFile" "soundevents/game_sounds_heroes/game_sounds_drow_ranger.vsndevts"
"VoiceFile" "soundevents/voscripts/game_sounds_vo_drow_ranger.vsndevts"
// Creature Data
//----------------------------------------------------------------
"Creature"
{
"DisableClumpingBehavior" "1"
"Wearable1" { "ItemDef" "556" }
"Wearable2" { "ItemDef" "557" }
"Wearable3" { "ItemDef" "601" }
}
}
Код:
//=================================================================================================================
// Ability: Drow Ranger's Marksmanship
//=================================================================================================================
"drow_ranger_marksmanship"
{
// General
//-------------------------------------------------------------------------------------------------------------
"ID" "5022" // unique ID number for this ability. Do not change this once established or it will invalidate collected stats.
"AbilityBehavior" "DOTA_ABILITY_BEHAVIOR_PASSIVE"
"AbilityType" "DOTA_ABILITY_TYPE_ULTIMATE"
"AbilityCastRange" "400"
"HasScepterUpgrade" "1"
// Special
//-------------------------------------------------------------------------------------------------------------
"AbilitySpecial"
{
"01"
{
"var_type" "FIELD_INTEGER"
"marksmanship_agility_bonus" "0"
"LinkedSpecialBonus" "special_bonus_unique_drow_ranger_3"
}
"02"
{
"var_type" "FIELD_INTEGER"
"radius" "300"
}
"03"
{
"var_type" "FIELD_INTEGER"
"split_count_scepter" "10"
}
"04"
{
"var_type" "FIELD_INTEGER"
"scepter_range" "0"
}
"05"
{
"var_type" "FIELD_INTEGER"
"damage_reduction_scepter" "0"
}
}
}
Последнее редактирование модератором: