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Old 07-16-2010, 11:46 AM   #1
Robzor
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Default Gameplay Constants


Gameplay Constants

Gameplay constants revisited, tell me if you see anything out of place.

Table of Contents

Part 1 - Constants:
  1. Introduction to Gameplay Constants
  2. DotA Relevant
  3. Not DotA Relevant
  4. Unsolved Constants
Part 2 - Notes:
  1. Damage Bonus Tables
  2. Day/Night Duration
  3. Decay
  4. Experience Formulas
  5. Fog Reveal Radius - Attacking Unit
  6. Reaction Delay
  7. Credits
Introduction to Gameplay Constants
Gameplay constants are values inserted into a map from the World Editor, their purpose is to give the map creator a chance to adjust settings which heavily affect the gameflow. The list of gameplay constants can be found in the World Editor under the Advanced tab and then clicking Gameplay Constants.

By changing the gameplay constants you can edit things such as the amount of experience units give, how much it costs to bring back your hero to life and if illusions should be able to bestow auras to units.

Here is a brief explanation on the format used in the list:

Name: This is the normal name of the gameplay constant.
Raw Data Name: Another name for the constants, more common in some situations that involve checking and changing the constants outside the World Editor.
Parameter: The values which have been entered for the constant.
Description: The effect of the gameplay constant
Additional info: A small note or information to clarify the purpose of the constant

DotA Relevant
These gameplay constants do in some way affect the mechanics in DotA.
Name: Ally Trading Increment - Control Click
Raw Data Name: TradingIncLarge
Parameter: 0
The amount of resources you may give to a player when control clicking the field in the allies screen.
Name: Ally Trading Increment - Normal Click
Raw Data Name:TradingIncSmall
Parameter: 0
The amount of resources you may give to a player when normally clicking the field in the allies screen.
Name: Animation Time Scale
Raw Data Name: ScaledAnimTime
Parameter: 60
This value determines the speed for the day and night change animation, this does not affect the actual state of the day and only affects the visuals.
If set to 60, the animation speed will equal the real speed, if set higher, the animation speed will be higher and vice versa.
Name: Attack Notification - Minimum Interval (Seconds)
Raw Data Name: AttackNotifyDelay
Parameter: 30.00
The minimum duration between two attack notifications ("an allied town is under attack").
Name: Attack Notification - Minimum Range
Raw Data Name: AttackNotifyRange
Parameter: 1000.00
The distance of your current view where you will not be given attack notifications from units being attacked.
Name: Building Status Display
Raw Data Name: DisplayBuildingStatus
Parameter: True
Decides whether or not to show a buildings status bar icons.
The status bar is the small area in the unit window where you see the buffs/debuffs.
Name: Collision Maximum Radius
Raw Data Name: MaxCollisionRadius
Parameter: 200.00
Determines the maximum collision size allowed for units in the map.
This constant does not work. There is no upper limit for collision size.
Name: Combat - Armor Damage Reduction Multiplier
Raw Data Name: DefenseArmor
Parameter: 0.06
The amount of armor reduction/increase for each armor point.
Name: Combat - Call For Help Range
Raw Data Name: CallForHelp
Parameter: 600.00
Within this area a unit will call for help from allied unit as to make them attack the hostile units.
Name: Combat - Call For Help Range, Creeps
Raw Data Name: CreepCallForHelp
Parameter: 600.00
The same as above but this serves for neutral creeps.
Name: Combat - Chance to Miss (Moving or High Ground)
Raw Data Name: ChanceToMiss
Parameter: 0.25
The constant for missing ranged ground attacks used against units at any higher altitude.
Name: Combat - Damage Bonus Table - Chaos
Raw Data Name: DamageBonusChaos
Parameter: 1.00, 1.00, 1.00, 0.40, 1.00, 1.00, 1.00, 1.00
The armor type reduction values for Chaos damage.
Name: Combat - Damage Bonus Table - Ethereal
Raw Data Name: EtherealDamageBonus
Parameter: 1.40, 1.00, 1.00, 1.00, 1.00, 1.40, 1.00
The armor type reduction values for units in the Ethereal state.
Name: Combat - Damage Bonus Table - Hero
Raw Data Name: DamageBonusHero
Parameter: 1.00, 1.00, 1.00, 0.50, 1.00, 1.00, 0.05, 1.00
The armor type reduction values for Hero damage.
Name: Combat - Damage Bonus Table - Magic
Raw Data Name: DamageBonusMagic
Parameter: 1.25, 0.75, 2.00, 0.35, 1.00, 0.75, 0.05, 1.00
The armor type reduction values for Magic damage.
Name: Combat - Damage Bonus Table - Normal
Raw Data Name: DamageBonusNormal
Parameter: 1.00, 1.50, 1.25, 0.70, 1.00, 0.75, 0.05, 1.00
The armor type reduction values for Normal damage.
Name: Combat - Damage Bonus Table - Pierce
Raw Data Name: DamageBonusPierce
Parameter: 2.00, 0.75, 0.75, 0.35, 1.00, 0.50, 0.05, 1.50
The armor type reduction values for Pierce damage.
Name: Combat - Damage Bonus Table - Siege
Raw Data Name: DamageBonusSiege
Parameter: 1.00, 0.50, 1.25, 1.50, 1.00, 0.75, 0.05, 1.00
The armor type reduction values for Siege damage.
Name: Combat - Damage Bonus Table - Spells
Raw Data Name: DamageBonusSpells
Parameter: 1.00, 1.00, 1.00, 1.00, 1.00, 0.75, 0.05, 1.00
The armor type reduction values for Spell damage.
Name: Combat - Missed Attacks Damage Factor
Raw Data Name: MissDamageReduction
Parameter: 0.50
The amount of damage an attack with Splash will deal when the attacker misses the original target.
This damage will then be reduced by the aformentioned factor within each splash sector, meaning that if you would splash 25% damage that would now be reduced by a factor of 0.5 to 12.5%
Name: Creeps – Guard Distance
Raw Data Name: GuardDistance
Parameter: 600.00
Defines the area which neutrals guard.
Name: Creeps - Guard Return Distance
Raw Data Name: MaxGuardDistance
Parameter: 600.00
This determines how long neutrals will chase you after leaving their original point.
Name: Creeps - Guard Return Time (Sec)
Raw Data Name: GuardReturnTime
Parameter: 3.00
After leaving the MaxGuardDistance (the value seen above) this is how long the units will keep chasing you before returning.
Name: Creeps - Maximum Creep Camp Radius (Pathing Cells)
Raw Data Name: CreepCampPathingCellDistance
Parameter: 26.00
How big a neutral creep camp is allowed to be. This affects the dots on the minimap as all neutral creeps within these pathing cells will be counted to this camp.
Name: Decay Time (Sec) - Bones
Raw Data Name: BoneDecayTime
Parameter: 12.00
How long the corpse from a unit exists after that the flesh time runs out.
Name: Decay Time (Sec) - Effects
Raw Data Name: EffectDeathTime
Parameter: 5.00
This acts as to remove some effects and you will never visually see anything from it, it acts as to make sure that the effects are removed from the game after their duration have ended.
Name: Decay Time (Sec) - Flesh
Raw Data Name: DecayTime
Parameter: 2.00
The amount of time the unit is flesh after dying.
Name: Decay Time (Sec) - Fog of War Flash
Raw Data Name: FogFlashTime
Parameter: 3.00
This constant works together with FoggedAttackRevealRadius constant and determines the amount of time the fog will be revealed around an attacking unit.
Name: Decay Time (Sec) - Hero Dissipation
Raw Data Name: DissipateTime
Parameter: 3.00
Part of the death time for heroes in addition to the units death time.
The time the hero dissipate animation is shown.
Name: Decay Time (Sec) - Missiles
Raw Data Name: BulletDeathTime
Parameter: 5.00
The time after which a missile which have struck its target will be forcefully removed from the game.
Incase a odd missile is used like a unit as missile or something else that doesnt have a normal missile explosion animation, this is to ensure it is removed. The same is true for odd effect that would normally not be removed.
Name: Decay Time (Sec) - Structures
Raw Data Name: StructureDecayTime
Parameter: 30.00
The duration for buildings' corpses to fully decay.
Name: Enemy Inventory Display
Raw Data Name: DisplayEnemyInventory
Parameter: True
Decides whether or not you can see items in your enemies' hero and unit inventories.
Name: Fog Reveal Radius - Attacking Unit
Raw Data Name: FoggedAttackRevealRadius
Parameter: 200.00
The amount of fog revealed around a enemy unit attacking one of your own units.
This constant malfunctions when set to values below 128 and will not reveal the attacking unit at all if set to those values.
Name: Fog Reveal Radius - Dying Unit
Raw Data Name: DyingRevealRadius
Parameter: 500.00
The amount of fog that is revealed around an allied dying unit.
This constant sets a cap on a dying unit's maximum vision range, meaning that a dying unit can't see longer than 500 in range while dying.
If a unit got less than than the constant in sight range the vison will not be capped and the unit will still see as much as it regulary would, meaning that the sight range upon death would not be increased.

This fog reveal lasts during the dying unit's death time.

Name: Follow Range - Items
Raw Data Name: FollowItemRange
Parameter: 1000.00
The distance you will stop if you can not pick up the item due to full slots or other restriction.
This does not apply to DotA items, as they are not normal items anymore but powerups you can always pick up.
Name: Follow Range - Buildings
Raw Data Name: StructureFollowRange
Parameter: 100.00
The range at which your units will attempt to follow buildings.
Name: Follow Range - Units
Raw Data Name: FollowRange
Parameter: 0.00
The range at which your units will attempt to follow follow other units.
Name: Gameplay - Allow Multiple Bounces Per Unit
Raw Data Name: AllowMultiBounce
Parameter: True
Determines whether or not Moon Glaives will be able to hit the same target twice.
Our guess is that this constant was introduced by blizzard for bug prevention. If you attack with enough IAS in DotA, your glaives can hit the same target twice as the counter gets reseted. To prevent this, you can set the constant to "false", which makes that impossible. See more on why this occurs in the Moon Glaive guide.
Name: Gameplay - Can Deactivate Bearform (NYI)
Raw Data Name: CanDeactivateBearForm
Parameter: True
Decides whether or not you can deactivate Bearform.
Name: Gameplay - Can Deactivate Bladestorm (NYI)
Raw Data Name: CanDeactivateBladestorm
Parameter: False
Decides whether or not you can deactivate Bladestorm.
Name: Gameplay - Can Deactivate Chemical Rage (NYI)
Raw Data Name: CanDeactivateChemicalRage
Parameter: False
Decides whether or not you can deactivate Chemical Rage.
Name: Gameplay - Can Deactivate Immolation (NYI)
Raw Data Name: CanDeactivateImmolation
Parameter: True
Decides whether or not you can deactivate Immolation.
Name: Gameplay - Can Deactivate Mana Flare (NYI)
Raw Data Name: CanDeactivateManaFlare
Parameter: False
Decides whether or not you can deactivate Mana Flare.
Name: Gameplay - Can Deactivate Mana Shield (NYI)
Raw Data Name: CanDeactivateManaShield
Parameter: True
Decides whether or not you can deactivate Mana Shield.
Name: Gameplay - Can Deactivate Metamorphosis (NYI)
Raw Data Name: CanDeactivateMetamorphosis
Parameter: False
Decides whether or not you can deactivate Metamorphosis.
Name: Gameplay - Can Deactivate Wind Walk (NYI)
Raw Data Name: CanDeactivateWindWalk
Parameter: False
Decides whether or not you can deactivate Wind Walk.
Name: Gameplay - Cyclone Hides Unit
Raw Data Name: CycloneStatis
Parameter: False
Decides whether or not a cycloned unit can be targeted.
Basically this works as Locust, the unit beomes untargetable, unselectable, got no pathing and will not take any damage through regular means but you will still be able to see the unit, however the cycloned unit won't have any vision.
Name: Gameplay - Drain Gives Bonus Life
Raw Data Name: DrainGivesBonusLife
Parameter: False
Determines if Life Drain will be able to give you HP above your upper HP limit.
Specific settings for this like how much you can exceed your max life or how fast this bonus fades away can be made in the Life Drain ability.
Name: Gameplay - Drain Gives Bonus Mana
Raw Data Name: DrainGivesBonusMana
Parameter: False
Determines if Mana Drain will be able to give you mana above your upper mana limit.
Specific settings for this like how much you can exceed your max mana or how fast this bonus fades away can be made in the Mana Drain ability.
Name: Gameplay - Drain Transfers Life
Raw Data Name: DrainTransfersLife
Parameter: False
Decides whether or not you will be able to target allies in order to transfer HP to them.
Name: Gameplay - Drain Transfers Mana
Raw Data Name: DrainTransfersMana
Parameter: False
Decides whether or not you will be able to target allies in order to transfer mana to them.
Name: Gameplay - Drain Uses Ethereal Bonus
Raw Data Name: DrainUsesEtherealBonus
Parameter: True
Determines whether or not Drain abilities will benefit from the target unit being ethereal.
Name: Gameplay - Ensnare Checks Magic Immunity
Raw Data Name: EnsnareIsMagic
Parameter: False
Defines if you can cast non-ultimate Ensnare on magic immune targets, if set to false no check is done and you can target magic immunes with it.
Name: Gameplay - Ethereal Damage Bonus Ally
Raw Data Name: EtherealDamageBonusAlly
Parameter: False
Determines if the Ethereal state will increase the damage done to allies.
Name: Gameplay - Flying Heroes Bestow Auras
Raw Data Name: FlyingHeroesBestowAuras
Parameter: True
Determines if flying heroes will be able to bestow auras to allies/enemies.
Name: Gameplay - Illusions Are Autocast Targets
Raw Data Name: IllusionsGetAutocast
Parameter: False
Decides whether or not units will use autocast spells on illusions.
If set to True units will use their autocast spells on allied illusions, if set on False they will not.
Name: Gameplay - Illusions Bestow Auras
Raw Data Name: IllusionsBestowAuras
Parameter: True
Determines if illusions will be able to bestow any auras to enemies/allies.
They will still provide a dummy aura to themselves even if this is set to false.

Does not affect the Building Damage Aura (Tornado) ability, which always will work regardless of what this constant is set to.

Name: Gameplay - Illusions Can Restore Life
Raw Data Name: IllusionsCanRestoreLife
Parameter: False
Determines if you will be able to use heals to replenish the illusions HP.
If set to false you can not target the unit with skills that restore life, do note that this is only true for hardcoded heals.
This constant shows True by default but is in fact set to False.

Name: Gameplay - Illusions Can Restore Mana
Raw Data Name: IllusionsCanRestoreMana
Parameter: False
Determines if you will be able to use mana regenerating skills to replenish the illusion's mana.
If set to false you can not target the unit with skills that restore mana, do note that this is only true for hardcoded mana repleneshing skills.
This constant shows True by default but is in fact set to False.

Name: Gameplay - Illusions Get Attack Bonuses
Raw Data Name: IllusionsGetAttackBonus
Parameter: False
Determines if illusions will be able to benefit from damage granted through raw attack bonuses, it does not affect bonuses gained from stats.
Though those bonuses wont work they will still be shown in the illusions damage as green +value as it is the case in dota.
Note that even though this value is shown as True by default in the World Editor it is by default set to false.

Name: Gameplay - Illusions Get Attack Speed Bonuses
Raw Data Name: IllusionsGetAttackSpeedBonus
Parameter: False
Determines if illusions will be able to benefit from attack speed bonuses, it does not affect bonuses gained from stats, Bloodlust or Endurance/Slow Aura which they will get always.
Note that even though this value is shown as True by default in the World Editor it is by default set to false
Name: Gameplay - Illusions Get Defense Bonuses
Raw Data Name: IllusionsGetDefenseBonus
Parameter: False
Determines if illusions will be able to benefit from raw armor bonuses, it does not affect bonuses gained from stats or upgrades.
Note that even though this value is shown as True by default in the World Editor it is by default set to false
Name: Gameplay - Illusions Get Move Speed Bonuses
Raw Data Name: IllusionsGetMoveSpeedBonus
Parameter: False
Decides if illusions benefit from movement speed bonuses coming from certain abilities. Endurance Aura, Slow Aura, Bloodlust, raw bonuses like boots and agility movement speed bonuses will always work on them.
Name: Gameplay - Invisible Unites Bestow Auras
Raw Data Name: InvisibleUnitsBestowAuras
Parameter: False
Decides if invisible units will be able to provide auras to allies/enemies.
Name: Gameplay - Invulnerable Summonables Take Dispel Damage
Raw Data Name: InvulnSummonDispelDamage
Parameter: False
Determines whether or not invulnerable summons will take any damage from Dispel Magic.
Name: Gameplay - Item Sale Creep Aggro Range
Raw Data Name: ItemSaleAggroRange
Parameter: 0.00
The range at which you will get aggro from creeps for selling items.
Name: Gameplay - Magic Immunes Resist Damage
Raw Data Name: MagicImmunesResistDamage
Parameter: True
Determines whether or not a magic immune unit can be damaged by magic damage.
Name: Gameplay - Magic Immunes Resist Leech
Raw Data Name: MagicImmunesResistLeech
Parameter: False
Determines if you will be able to Lifesteal from magic immune targets.
Name: Gameplay - Magic Immunes Resist Thorns
Raw Data Name: MagicImmunesResistThorns
Parameter: False
Decides if magic immune units will be unaffected by the Thorns aura.
Name: Gameplay - Magic Immunes Resist Ultimates
Raw Data Name: MagicImmunesResistUltimates
Parameter: False
This constant determines if you can use ultimates on magic immune units.
Name: Gameplay - Morphing Disables Alternate Abilities
Raw Data Name: MorphAlternateDisable
Parameter: False
If this is set to true you will not be able to use another model altering ability after morphing once (as long as that morph ability still is active).
Name: Gameplay - Morphing Flyers Land At Closest Position
Raw Data Name: MorphLandClosest
Parameter: True
When you morph from a flying unit to one which is bound to the ground you will automatically be placed on the closest place with pathing if you are above unpathable terrain.
Name: Gameplay - Polymorphed Units Bestow Auras
Raw Data Name: PolymorphedUnitsBestowAuras
Parameter: False
Decides whether or not polymorphed units will bestow any auras.
Name: Hero Abilities Level Skip (Default)
Raw Data Name: HeroAbilityLevelSkip
Parameter: 2
The interval for how many levels you must wait between leveling each regular skill.
Name: Hero Attributes - Attack Bonus per Primary Att. Bonus
Raw Data Name: StrAttackBonus
Parameter: 1.00
The amount of extra damage you gain from your main attribute.
Name: Hero Attributes - Attack Speed Bonus per Agility Point
Raw Data Name: AgiAttackSpeedBonus
Parameter: 0.01
The attack speed increase per agility point.
Name: Hero Attributes - Defense Base Value (Before Agility Bonus)
Raw Data Name: AgiDefenseBase
Parameter: -1.00
The starting value for heroes' armor unto which a heroes armor bonuses is added.
This means that heroes which have their base armor set to 1 will end up having 0 armor if we neglect agility bonuses.
Name: Hero Attributes - Defense Bonus per Agility Point
Raw Data Name: AgiDefenseBonus
Parameter: 0.14
The amount of armor you gain per agility point.
Name: Hero Attributes - HP Regen Bonus per Strength Point
Raw Data Name: StrRegenBonus
Parameter: 0.03
The amount of extra HP regen you will gain per strength point.
Name: Hero Attributes - Hit Point Bonus per Strength Point
Raw Data Name: StrHitPointBonus
Parameter: 19.00
The increase to your HP pool per strength point.
Name: Hero Attributes - Mana Point per Intelligence Point
Raw Data Name: IntManaBonus
Parameter: 13.00
The increase to your mana pool per intelligence point.
Name: Hero Attributes - Mana Regen Bonus per Intelligence Point
Raw Data Name: IntRegenBonus
Parameter: 0.04
The amount of extra mana regen you will gain per intelligence point.
Name: Hero Attributes - Movement Bonus per Agility Point
Raw Data Name: AgiMoveBonus
Parameter: 0.00
The amount of extra movement speed you gain per agility point.
Name: Hero Maximum Level
Raw Data Name: MaxHeroLevel
Parameter: 25
Sets the maximum level for heroes in the map.
Though it should be obvious by the constants name; Note that this is only used for heroes. Regular units are capped by another constant.
Name: Hero Maximum XP Gain Range
Raw Data Name: HeroExpRange
Parameter: 1200.00
The range within which a unit will gain experience when an enemy is killed by an ally.
Collision size, model size or selection size wont matter here, the distance is calculated from the centre of the dying units to centre of experience gaining units.
Name: Hero XP - Building Kills Grant XP
Raw Data Name: BuildingKillsGiveExp
Parameter: True
Determines whether or not buildings will grant experience points.
Name: Hero XP - Global Distribution
Raw Data Name: GlobalExperience
Parameter: False
This constant determines if the experience will be distributed amongst the heroes over the entire map or if it will use the experience range.
Name: Hero XP - Max Level Heroes Drain XP
Raw Data Name: MaxLevelHeroesDrainExp
Parameter: True
Decides if nearby heroes at the max level will reduce the amount of experience you gain.
Name: Hero XP Gained - Creep Reduction Table
Raw Data Name: HeroFactorXP
Parameter: 100, 100, 100, 100, 100
The factor for experience gain reductions from neutral creeps as the hero gains levels.
Name: Hero XP Gained - Hero, Constant Factor
Raw Data Name: GrantHeroXPFormulaC
Parameter: 100.00
The third parameter used in the formula for calculating experience gain from heroes.
Name: Hero XP Gained - Hero, Level Factor
Raw Data Name: GrantHeroXPFormulaB
Parameter: 1.00
The second parameter used in the formula for calculating experience gain from heroes.
Name: Hero XP Gained - Hero, Previous Value Factor
Raw Data Name: GrantHeroXPFormulaA
Parameter: 1.00
The first parameter in the formula used for calculating experience gain from heroes.
Name: Hero XP Gained - Hero, Table
Raw Data Name: GrantHeroXP
Parameter: 100, 120, 160, 220, 300
The table for how much hero experience you will gain before the experience formula is used.
Name: Hero XP Gained - Normal, Constant Factor
Raw Data Name: GrantNormalXPFormulaC
Parameter: 6.00
The third parameter used in the formula for calculating experience from creeps.
Name: Hero XP Gained - Normal, Level Factor
Raw Data Name: GrantNormalXPFormulaB
Parameter: 5.00
The second parameter used in the formula for calculating experience from creeps.
Name: Hero XP Gained - Normal, Previous Value Factor
Raw Data Name: GrantNormalXPFormulaA
Parameter: 1.00
The first parameter used in the formula for calculating experience from creeps.
Name: Hero XP Gained - Normal, Table
Raw Data Name: GrantNormalXP
Parameter: 25
The table for how much experience you gain from creeps before the formula is used.
Name: Hero XP Gained - Summoned Unit Factor
Raw Data Name: SummonedKillFactor
Parameter: 0.50
The factor which decides experience gain from summoned unit after applying the normal creep experience formula.
Name: Hero XP Required - Constant Factor
Raw Data Name: NeedHeroXPFormulaC
Parameter: 0.00
The third parameter in the formula for calculating how much experience you need to reach the next level.
Name: Hero XP Required - Level Factor
Raw Data Name: NeedHeroXPFormulaB
Parameter: 100.00
The second parameter in the formula for calculating how much experience you need to reach the next level.
Name: Hero XP Required - Previous Value Factor
Raw Data Name: NeedHeroXPFormulaA
Parameter: 0.00
The first parameter in the formula for calculating how much experience you need to reach the next level.
Name: Hero XP Required - Table
Raw Data Name: NeedHeroXP
Parameter: 200
The table for how much experience need to reach the next level before the formula is used.
Name: Inventory - Drop Item Range
Raw Data Name: DropItemRange
Parameter: 100.00
The distance at which you can drop an item to a specified spot.
Name: Inventory - Give Item Range
Raw Data Name: GiveItemRange
Parameter: 150.00
The range at which you can give items.
Name: Inventory - Pick Up Item Range
Raw Data Name: PickupItemRange
Parameter: 150.00
The range at which you can pick up items.
Name: Inventory - Sell Item Range
Raw Data Name: PawnItemRange
Parameter: 150.00
The range at which you can sell items.
Name: Inventory - Sell Item Return Rate
Raw Data Name: PawnItemRate
Parameter: 0.50
The factor which decides how much gold you get back from selling an item.
Name: Movement - Unit Speed - Maximum
Raw Data Name: MaxUnitSpeed
Parameter: 522.00
Sets the limit for how fast regular units can move.
Absolute maximum is 522.
Name: Movement - Unit Speed - Minimum
Raw Data Name: MinUnitSpeed
Parameter: 100.00
Decides the lower limit for units movement speed.
Name: Reaction Delay (Sec) - Maximum
Raw Data Name: ReactionDelay
Parameter: 0.25
A predetermined value which sets a random “delay time” between 0 and 0.25 seconds when you issue an attack order.
Name: Spells - Ethereal Heal Bonus
Raw Data Name: EtherealHealBonus
Parameter: 1.4
The factor for additional heal when you are ethereal.
This only applies to hardcoded heals, most heals used in DotA are triggered and hence not affected by this value.
Name: Spells - Frost Attack Speed Reduction
Raw Data Name: FrostAttackSpeedDecrease
Parameter: 0.20
The amount of attack speed reduction from the frost debuff.
Name: Spells - Frost Movement Speed Reduction
Raw Data Name: FrostMoveSpeedDecrease
Parameter: 0.30
The amount of movement speed slow from the frost debuff.
Name: Spells - Target Motion Allowance
Raw Data Name: SpellCastRangeBuffer
Parameter: 300.00
The motion range buffer for spells, the amount of distance a unit can move out of the cast range of a spell which is being cast before that spell is cancelled.
If you are familiar with the motion range buffer for physical attacks then it is easy to understand this one as it does the same thing but for spells.
Name: Time - Dawn
Raw Data Name: Dawn
Parameter: 6.00
The time for when during the game day the dawn occurs.
Name: Time - Dusk
Raw Data Name: Dusk
Parameter: 18.00
The time for when during the game day dusk occurs.
Name: Time - Hours Per Day
Raw Data Name: DayHours
Parameter: 24.00
The amount of hours per game day.
Name: Time - Real seconds per game day
Raw Data Name: DayLength
Parameter: 450.00
How long a game day is counted in real life seconds.
Name: Unit Maximum Level
Raw Data Name: MaxUnitLevel
Parameter: 25
Determines the maximum level possible for all non-hero unit on the map.

Not DotA Relevant
These gameplay constants do not affect DotA, for completions sake I added them anyway.

Name: Building Facing Angle (Degrees)
Raw Data Name: BuildingAngle
Parameter: 270.00
Decides the angle for the buildings.
This is only true for later placed buildings, preplaced ones will use the default angle.
Name: Building Facing Angle, Rooted (Degrees)
Raw Data Name: RootAngle
Parameter: 250.00
Decides the angle for rooted ancients.
This is also only true for later rooted buildings, preplaced rooted ones will use the default angle.
Name:Building Radius Blight Dispel
Raw Data Name BuildingUnblightRadius
Parameter: 350.00
The radius within which blight is dispelled when a building is created upon it.
Name: Cancel Construction - HP Loss Rate (per sec)
Raw Data Name: ConstructionLifeDrainRate
Parameter: 10.00
The amount of HP a building loses if the construction of it is cancelled.
Name: Cancel Refund Factor - Building Construction
Raw Data Name: ConstructionRefundRate
Parameter: 0.75
The amount of resources you regain when cancelling the construction of a building.
Name: Cancel Refund Factor - Building Upgrade
Raw Data Name: UpgradeRefundRate
Parameter: 0.75
The amount of resources you regain when cancelling an upgrade.
Name: Cancel Refund Factor - Hero Revival
Raw Data Name: ReviveRefundRate
Parameter: 1.00
The amount of resources you regain when you cancel a hero’s revival.
Name: Cancel Refund Factor - Research
Raw Data Name: ResearchRefundRate
Parameter: 1.00
The amount of resources you regain when you cancel a research.
Name: Cancel Refund Factor - Unit Training
Raw Data Name: TrainRefundRate
Parameter: 1.00
The amount of resources you regain when you cancel unit production.
Name: Creeps - Radius to Notice Building Construction
Raw Data Name: BuildingPlacementNotifyRadius
Parameter: 600.00
The distance for neutrals to notice buildings.
Name: Creeps - Radius to Notice Neutral Building Use
Raw Data Name: NeautralUseNotifyRadius
Parameter: 900.00
The area within which neutrals notices usage of shops and users which buy items or hire creeps.
Name: Food Limit
Raw Data Name: FoodCeiling
Parameter: 100
The upper amount of food you can have.
The upper limit for this value is 300.
Name: Gameplay - Abil Sale Creep Aggro Range
Raw Data Name: AbilSaleAggroRange
Parameter: 0.00
The range at which you will draw aggro from creeps when buying abilities.
Name: Gameplay - Amulet of Recall Clustering
Raw Data Name: AmuletOfRecallCluster
Parameter: True
Decides whether the teleported units will be clustered around the casting unit or whether they will be set to the position they had related to the center of the AoE selection circle around the casting unit.
Name: Gameplay - Animate Dead Units Bestow Auras
Raw Data Name: AnimatedUnitsBestowAuras
Parameter: False
Determines if units created from Animate Dead will be able to bestow auras to allies/enemies.
Name: Gameplay - Burrowed Units Bestow Auras
Raw Data Name: BurrowedUnitsBestowAuras
Parameter: False
Determines if burrowed units will be able to bestow auras to allies/enemies.
Name: Gameplay - Can Deactivate Avatar (NYI)
Raw Data Name: CanDeactivateAvatar
Parameter: False
Decides whether or not you can deactivate Avatar.
Name: Gameplay - Can Deactivate Avenger Form (NYI)
Raw Data Name: CanDeactivateAvengerForm
Parameter: False
Decides whether or not you can deactivate Avenger Form.
Name: Gameplay - Can Deactivate Barkskin (NYI)
Raw Data Name: CanDeactivateBarkskin
Parameter: True
Decides whether or not you can deactivate Barkskin.
Name: Gameplay - Can Deactivate Burrow (NYI)
Raw Data Name: CanDeactivateBurrow
Parameter: True
Decides whether or not you can deactivate Burrow.
Name: Gameplay - Can Deactivate Call to Arms (NYI)
Raw Data Name: CanDeactivateCallToArms
Parameter: True
Decides whether or not you can deactivate Call to Arms.
Name: Gameplay - Can Deactivate Corporeal Form (NYI)
Raw Data Name: CanDeactivateCorporealForm
Parameter: True
Decides whether or not you can deactivate Corporeal Form.
Name: Gameplay - Can Deactivate Defend (NYI)
Raw Data Name: CanDeactivateDefend
Parameter: True
Decides whether or not you can deactivate Defend.
Name: Gameplay - Can Deactivate Divine Shield
Raw Data Name: CanDeactivateDivineShield
Parameter: False
Decides whether or not you can deactivate Divine Shield.
Name: Gameplay - Can Deactivate Raven Form (NYI)
Raw Data Name: CanDeactivateRavenForm
Parameter: True
Decides whether or not you can deactivate Raven Form.
Name: Gameplay - Can Deactivate Robo Goblin (NYI)
Raw Data Name: CanDeactivateRoboGoblin
Parameter: True
Decides whether or not you can deactivate Robo Goblin.
Name: Gameplay - Can Deactivate Stone Form (NYI)
Raw Data Name: CanDeactivateStoneForm
Parameter: True
Decides whether or not you can deactivate Stone Form.
Name: Gameplay - Can Deactivate Submerge (NYI)
Raw Data Name: CanDeactivateSubmerge
Parameter: True
Decides whether or not you can deactivate Submerge.
Name: Gameplay - Construction Damage Refund Penalty
Raw Data Name: ConstructionDamageRefundPenalty
Parameter: True
Name: Gameplay - Dark Summoning Cluster
Raw Data Name: DarkSummoningCluster
Parameter: True
Decides whether the teleported units will be clustered around the casting unit or whether they will be set to the position they had related to the center of the AoE selection circle around the casting unit.
Name: Gameplay - Defend Can Deflect
Raw Data Name: DefendDeflection
Parameter: True
Determines whether or not Defend is able to deflect damage.
Name: Gameplay - Mass Teleport Clustering
Raw Data Name: MassTeleportCluster
Parameter: True
Decides if the units will be clustered around the teleporting unit upon arrival at the new position or keep their original position related to the teleporting unit.
Name: Gameplay - Town Portal Clustering
Raw Data Name: TownPortalCluster
Parameter: True
Decides if the units will be clustered around the teleporting unit upon arrival at the new position or keep their original position related to the teleporting unit.
Name: Gameplay - Unit Sale Creep Aggro Range
Raw Data Name: UnitSaleAggroRange
Parameter: 600.00
The range at which you draw aggro from creeps when selling units.
Name: Gameplay - Upgrade Damage Refund Penalty
Raw Data Name: UpgradeDamageRefundPenalty
Parameter: False
Determines if you will be refunded with less gold from cancelling an upgrade on a building which have been damaged during the upgrade time.
Name: Gameplay - Use Relative Upgrade Costs
Raw Data Name: RelativeUpgradeCost
Parameter: False
Determines if the cost for earlier will be added on top of that for the newer ones.
Name: Gameplay - Web Checks Magic Immunity
Raw Data Name: WebIsMagic
Parameter: False
Decides if a check is done if the enemy is magic immune when Web is casted on it.
Name: Gold Mine - Low Gold Amount
Raw Data Name: LowGoldAmount
Parameter: 1500
The amount of gold in a mine that will trigger the "Low Gold" message.
Name: Gold Mine - Maximum Gold
Raw Data Name: GoldMineMaxGold
Parameter: 1 000 000
The maximum amount of gold you can have in the map.
Name: Gold Mine - Ownership Timer Buffer (Sec)
Raw Data Name: GoldMineOwnDuration
Parameter: 2.00
Name: Hero Awaken - Life Factor
Raw Data Name: HeroAwakenLifeFactor
Parameter: 1.00
The percentual value for how much life you have when you buy your hero back to life.
Name: Hero Awaken - Mana Factor
Raw Data Name: HeroAwakenManaFactor
Parameter: 1.00
The percentual value for how much mana you will have when you buy back your hero to life.
Name: Hero Awaken - Use Starting Mana
Raw Data Name: HeroAwakenManaStart
Parameter: False
Decides if heroes shall be awakened with their starting mana value instead of the mana factor.
All heroes have a value for their starting mana, in DotA this is 100 for most heroes and this value would be used if this constant was set to true.
Name: Hero Awaken Cost - Gold Constant Factor
Raw Data Name: AwakenBaseFactor
Parameter: 0.80
The base factor for the gold cost when awakening heroes.
Name: Hero Awaken Cost - Gold Level Factor
Raw Data Name: AwakenLevelFactor
Parameter: 0.20
The level factor for the gold cost when awakening heroes.
Name: Hero Maximum Awaken Cost - Gold
Raw Data Name: HeroMaxAwakenCostGold
Parameter: 1400
The maximum gold cost for hero buyback.
Name: Hero Awaken Cost - Lumber Constant Factor
Raw Data Name: AwakenBaseLumberFactor
Parameter: 0.80
Name: Hero Awaken Cost - Lumber Level Factor
Raw Data Name: AwakenLumberLevelFactor
Parameter: 0.20
Name: Hero Awaken Cost - Maximum Gold/Lumber Factor
Raw Data Name: AwakenMaxFactor
Parameter: 8.00
Name: Hero Maximum Awaken Cost - Lumber
Raw Data Name: HeroMaxAwakenCostLumber
Parameter: 350
Name: Hero Revive - Life Factor
Raw Data Name: HeroReviveLifeFactor
Parameter: 1.00
Name: Hero Revive - Mana Factor
Raw Data Name: HeroReviveManaFactor
Parameter: 1.00
Name: Hero Revive - Using Starting Mana
Raw Data Name: HeroReviveManaStart
Parameter: 0
Name: Hero Revive Cost - Gold Constant Factor
Raw Data Name: ReviveBaseFactor
Parameter: 0.30
Name: Hero Revive Cost - Gold Level Factor
Raw Data Name: ReviveLevelFactor
Parameter: 0.00
Name: Hero Revive Cost - Lumber Constant Factor
Raw Data Name: ReviveBaseLumberFactor
Parameter: 0.00
Name: Hero Revive Cost - Lumber Level Factor
Raw Data Name: ReviveLumberLevelFactor
Parameter: 0.00
Name: Hero Revive Cost - Maximum Gold/Lumber Factor
Raw Data Name: ReviveMaxFactor
Parameter: 0.00
Name: Hero Revive Cost - Maximum Time Factor
Raw Data Name: ReviveMaxTimeFactor
Parameter: 4.50
Name: Hero Revive Cost - Time Level Factor
Raw Data Name: ReviveTimeFactor
Parameter: 0.10
Name: Hero Maximum Revive Cost - Gold
Raw Data Name: HeroMaxReviveCostGold
Parameter: 700
Name: Hero Maximum Revive Cost - Lumber
Raw Data Name: HeroMaxReviveCostLumber
Parameter: 0
Name: Hero Maximum Revive Cost - Time
Raw Data Name: HeroMaxReviveTime
Parameter: 150.00
Name: Hero XP Gained - Tier 1 Bonus Factors
Raw Data Name: XPFactor
Parameter: 0
The tier factor bonus for experience corresponding to the amount of heroes from the first tier.
Name: Hero XP Gained - Tier 2 Bonus Factors
Raw Data Name: XPFactor
Parameter: 0.15, 0
Name: Hero XP Gained - Tier 3 Bonus Factors
Raw Data Name: XPFactor
Parameter: 0.30, 0
Name: Hero XP Gained - Tier 4 Bonus Factors
Raw Data Name: XPFactor
Parameter: -
Name: Hero XP Gained - Tier 5 Bonus Factors
Raw Data Name: XPFactor
Parameter: -
Name: Hero XP Gained - Tier 6 Bonus Factors
Raw Data Name: XPFactor
Parameter: -
Name: Hero XP Gained - Tier 7 Bonus Factors
Raw Data Name: XPFactor
Parameter: -
Name: Hero XP Gained - Tier 8 Bonus Factors
Raw Data Name: XPFactor
Parameter: -
Name: Hero XP Gained - Tier 9 Bonus Factors
Raw Data Name: XPFactor
Parameter: -
Name: Movement - Building Speed - Maximum
Raw Data Name: MaxBldgSpeed
Parameter: 400.00
Name: Movement - Building Speed - Minimum
Raw Data Name: MinBldgSpeed
Parameter: 25.00
Name: Techtree - Dependency Equivalents - Altar
Raw Data Name: DependencyOr
Parameter: Altar of Kings, Altar of Storms, Altar of Elders, Altar of Darkness
Name: Techree - Dependency Equivalents - Hero
Raw Data Name: DependencyOr
Parameter: Archmage, Blood Mage, Mountain King, Paladin, Blademaster, Far Seer, Shadow Hunter, Tauren Chieftain, Demon Hunter, Keeper of the Grove, Priestess of the Moon, Warden, Crypt Lord, Death Knight, Dreadlord, Lich, Pandaren Brewmaster, Dark Ranged, Naga Sea Witch, Pit Lord, Beastmaster, Alchemist, Tinker, Firelord
Name: Techtree - Dependency Equivalents - Tier 1 Hall
Raw Data Name: DependencyOr
Parameter: Town Hall, Great Hall, Tree of Life, Necropolis
Name: Techtree - Dependency Equivalents - Tier 2 Hall
Raw Data Name: DependencyOr
Parameter: Keep, Stronghold, Tree of Ages, Halls of the Dead
Name: Techtree - Dependency Equivalents - Tier 3 Hall
Raw Data Name: DependencyOr
Parameter: Castle, Fortress, Tree of Eternity, Black Citadel


These tiers continue up to a 9th level, but the purpose is the same as for the ones above.

Name: Techtree - Dependency Equivalents Text - Altar
Raw Data Name: Name
Parameter: An Altar
Name: Techtree - Dependency Equivalents Text - Hero
Raw Data Name: Name
Parameter: A Hero
Name: Techtree - Dependency Equivalents Text - Tier 1 Hall
Raw Data Name: Name
Parameter: Town Hall or Great Hall or Tree of Life or Necropolis
Name: Techtree - Dependency Equivalents Text - Tier 2 Hall
Raw Data Name: Name
Parameter: Keep or Stronghold or Tree of Ages or Halls of the Dead
Name: Techtree - Dependency Equivalents Text - Tier 3 Hall
Raw Data Name: Name
Parameter: Castle or Fortress or Tree of Eternity or Black Citadel

These tiers continue up to a 9th level, but the purpose is the same as for the ones above.

Name: Upkeep - Food Levels
Raw Data Name: UpkeepUsage
Parameter: 10000, 10000, 10000, 10000, 10000, 10000, 10000, 10000, 10000, 10000
The food limit for low/high upkeep.
Name: Upkeep - Gold Tax Rates
Raw Data Name: UpkeepGoldTax
Parameter: 0.00, 0.30, 0.60, 0.60, 0.60, 0.60, 0.60, 0.60, 0.60, 0.60
This determines the rate at which you gain gold depending on your current upkeep.
Name: Upkeep - Lumber Tax Rates
Raw Data Name: UpkeepLumberTax
Parameter: 0.00, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00
This determines the rate at which you gain lumber depending on your current upkeep.


Unsolved Constants
Constants with unknown use:
Name: Unit Visibility Change Rate
Raw Data Name: InvisSpeed
Parameter: 0.40
Name: Gameplay - Dependencies Check Ability Data ID
Raw Data Name: DepCheckAlias
Parameter: True
Name: Rally Point - Z Offset
Raw Data Name: RallyZOffset
Parameter: 200.00
Name: Decay Time (Sec) - Cancellation
Raw Data Name: CancelTime
Parameter: 6.00
Name: Gameplay - Move Speed Bonuses Stack
Raw Data Name: MoveSpeedBonusesStack
Parameter: False
Notes

Damage Bonus Tables
The damage bonus tables are what determines your damage bonus or reduction depending on your attack type and the opponents armor. Just as any other factors the value stated is converted into percentual ones meaning that 1.00 would mean 100% damage (no amplification nor reduction), 0.63 would mean 63% which therefore reduces the amount of damage you deal against that armor type by 37% and so on.

There's some slightly different World Editor labelling when it comes to armor types, their equivalents are as follows;

Format: DotA = World Editor
  • Light Armor = Small
  • Medium Armor = Medium
  • Heavy Armor = Large
The armor type defined as Normal is only used on the Death Ward unit (which can't be damaged due to invulnerability).

Chaos
Armor Type 
Small
 
Medium
 
Large
 
Fortified
 
Normal
 
Hero
 
Divine
 
Unarmored
Damage Factor
 
1.00
 
1.00
 
1.00
 
0.40
 
1.00
 
1.00
 
1.00
 
1.00
Ethereal
Attack Type (World Editor)
 
Spells
 
Normal
 
Pierce
 
Siege
 
Magic
 
Chaos
 
Hero
Attack Type (Actual type)
 
Normal
 
Pierce
 
Siege
 
Magic
 
Chaos
 
Spells
 
Hero
Damage Factor
 
1.40
 
1.00
 
1.00
 
1.00
 
1.00
 
1.40
 
1.00
Hero
Armor Type 
Small
 
Medium
 
Large
 
Fortified
 
Normal
 
Hero
 
Divine
 
Unarmored
Damage Factor
 
1.00
 
1.00
 
1.00
 
0.5
 
1.00
 
1.00
 
0.05
 
1.00
Magic
Armor Type 
Small
 
Medium
 
Large
 
Fortified
 
Normal
 
Hero
 
Divine
 
Unarmored
Damage Factor
 
1.25
 
0.75
 
2.00
 
0.35
 
1.00
 
0.75
 
0.05
 
1.00
Normal
Armor Type 
Small
 
Medium
 
Large
 
Fortified
 
Normal
 
Hero
 
Divine
 
Unarmored
Damage Factor
 
1.00
 
1.50
 
1.25
 
0.70
 
1.00
 
0.75
 
0.05
 
1.00
Pierce
Armor Type 
Small
 
Medium
 
Large
 
Fortified
 
Normal
 
Hero
 
Divine
 
Unarmored
Damage Factor
 
2.00
 
0.75
 
0.75
 
0.35
 
1.00
 
0.50
 
0.05
 
1.50
Siege
Armor Type 
Small
 
Medium
 
Large
 
Fortified
 
Normal
 
Hero
 
Divine
 
Unarmored
Damage Factor
 
1.00
 
0.50
 
1.25
 
1.50
 
1.00
 
0.75
 
0.05
 
1.00
Spells
Armor Type 
Small
 
Medium
 
Large
 
Fortified
 
Normal
 
Hero
 
Divine
 
Unarmored
Damage Factor
 
1.00
 
1.00
 
1.00
 
1.00
 
1.00
 
0.75
 
0.05
 
1.00
Day/Night Duration
Although the input value in the map says that a day is 450 seconds there are alteration triggers in the JASS which change this value once the map is initialized:

call SetTimeOfDayScale(0.625)
Is the input JASS line which is called during map initialization; By dividing the DayLength value by the SetTimeOfDayScale value (DayLength/SetTimeOfDayScale) you will get the real length of a game day which this means that an entire game day is 720 seconds (450/0.625) rather than 450 seconds. This does not alter the day and night periods in any way (dawn occurs at 6:00 and night occurs at 18:00, e.g. 12 game hours each, meaning that both still are equally long).

When the map is initialized the time of the day is set to 6:00.

Decay
There are three different kinds of deaths:
  • Normal unit death - When the unit dies the death time is first used and then decay time depends on the death type.
  • Unit removal death - When a regular unit dies under certain conditions (Finger of Death, Incinerate, Black Arrow, Illusion death) the unit is instantly removed from the game and can not be tracked, leaving no corpse and using no death time.
  • Hero death - Heroes use their death time and the disippation time for decaying.
These are the factors deciding on the amount of time before a corpse is fully decayed an is removed from the game, with the complete removal of a unit it can no longer be tracked by GetDamageSource() triggers and the like (e.g. the damage source cannot be found). Note that heroes are not removed from the game through death.

The hero dissipation time follows a hero's death time (ranging between 0.5 and 5 seconds in DotA). Commonly, once the death time has passed the hero will be available in the tavern, although faded, and once the dissipate time has passed the hero will be available for buyback and will have disappeared from the old location (the place where it died). DotA does however now use another way to produce the resurrection process which is through triggers rather than using the way implemented by Blizzard which bypasses these wait times.

The different decay types used for regular units are;
  • Death Type = 0; Not resurrectable, does not decay
    The unit will exist until the moment that its Death Time has passed.
  • Death Type = 1; Ressurectable, does not decay
    Follows the same rules as Death Type = 0.
  • Death Type = 2; Not resurrectable, decays
    The unit will exist during its death time and until the BoneDecayTime has passed.
  • Death Type = 3; Resurrectable, decays
    The unit will exist during the death time, during the BoneDecayTime and until the FleshDecay time has expired.
The fact that the unit exists means that it can be counted by the GroupEnumUnitsInRange function regardless of if they're alive or dead.

The event that a unit dies and the dead unit state conditions occur when the unit drops below the allowed HP limits (0.400 for negative regen and 0.405-0.406 for actual damage) and not after death time, decay time or anything similiar.

Experience Formulas
Heroes

Experience Gained From Killing Heroes

For hero experience you first use the table for units to determine the experience you gain from then, after that the formula kicks in. The table used for heroes contains the parameters "100, 120, 160, 220, 300", these are predetermined static values for the first five hero levels.

Level Experience
1 100
2 120
3 160
4 220
5 300

Once there are no more values in the table for the heroes' levels the following formula is used to calculate the experience from heroes at higher levels;

300+100(LVL-5) = HeroExperience [which holds true for all levels above 5]

This is the hardcoded experience which is given, the additional experience which can be viewed with the -bonus command is not included, inside the spoiler is an explanation on how this formula is derived.


The defined experience constants relevant to experience gain from heroes are inserted into this formula which then defines the final experience gain, obviously when the table is no longer valid.

PreviousValue*PreviousValueFactor + Level*LevelFactor + ConstantFactor = Experience

PreviousValue is the amount of experience you gained from the earlier level.
PreviousValueFactor is the factor for the amount of the experience you gained from the previous level you will gain again.
LevelFactor is the factor for the level of the unit.
ConstantFactor is a constant defined in the world editor and is then added on top of the rest.

If we insert the values we have in DotA the formula will look like this:

PreviousValue*1.00+Level*0+100 = Experience

This leads to the simplified formula:

300+100(LVL-5) = HeroExperience

This is only true when:

LVL >= 5


Experience Required To Level

You first use the "Hero XP Required - Table" table which only contains one value.

Level Experience
1 200

This means that for level 2 you require 200 experience points, after that the following formula is used:

200 + (Level-1)*100 = LVLExperience

An explanation on how this formula is derived is inside the spoiler.


The defined experience constants relevant to the amount of experience required for heroes to level up are inserted into this formula, as always when the table is no longer valid.

PreviousValue*PreviousValueFactor + Level*LevelFactor + ConstantFactor = LVLExperience

PreviousValue is the amount of experience required for the level before.
PreviousValueFactor is the constant in the World Editor which decides how much of the experience for the previous level you will need to reach the next one.
LevelFactor is the constant which decides the amount of experience you need depending on your level corresponding to your current level.
ConstantFactor is a constant value always added on top of the calculation.

In DotA the formula would look like this:

200*1.00 + (Level-1)*100 + 0 = LVLExperience

This gives us the simplified formula:

200 + (Level-1)*100 = LVLExperience


Creeps

For creep experience you first use the "Hero XP Gained - Normal, Table" to determine the experience you gain from regular creeps, after that the formula kicks in. The table used for Creeps contain the following value.

Level Experience
1 25

This is the predetermined static value for the first level of a creep. After this first level the formula is used to determine the experience gain from all other levels, the formula used looks just as the one used for heroes.

PreviousValue*PreviousValueFactor + Level*LevelFactor + ConstantFactor = Experience

PreviousValue is the amount of experience you gained from the earlier level.
PreviousValueFactor is the factor for the amount of the experience you gained from the previous level you will gain again.
LevelFactor is the factor for the level of the unit.
ConstantFactor is a constant defined in the world editor and is then added on top of the rest.

This means that a level 2 creep would give you:

25*1 + 2*5 + 6 = 41 experience

A level 3 creep would give you:

41*1 + 3*5 + 6 = 62 experience

This means that you need to know the amount of experience for the creep level before the current one to easily be able to calculate the experience amount for the next level.

Neutral Creeps

It is a little bit different for neutral creeps, you also add the factor for Creep Reduction so the formula will look like this:

(PreviousValue*PreviousValueFactor + Level*LevelFactor + ConstantFactor) * CreepReduction = CreepExperience

The creep reduction is a table which decides how much experience you will gain from a neutral creep depending on your own level, this is very easy to determinate using the Creep Reduction Table. The table gives you the factor for CreepReduction, this means that if the table used have the following parameters "100, 90, 80, 70, 50" you will at level 1 gain 100% experience from all neutral creeps, at level 2 you will gain 90% experience from all neutral creeps, ... , at and above level 5 you will gain 50% experience from all neutral creeps.

The formula used to calculate experience from neutral creeps in DotA is the exactly same as the one for regular creeps as the parameters in the table are "100, 100, 100, 100, 100" which means that you will gain 100% from them at all levels.

Summoned Units

There is a factor named SummonedKillFactor which defines how much experience you will gain from summoned units, this gives us the following formula:

(PreviousValue*PreviousValueFactor + Level*LevelFactor + ConstantFactor) * SummonedKillFactor = SummonedUnitExperience

In DotA the SummonedKillFactor is set to 0.5 which means that you only will gain 50% of the experience you would from a regular creep at that level.

Fog Reveal Radius - Attacking Unit
Basics

Whenever a unit is attacked or targeted by a spell the source unit will be revealed inside a 200 AoE (the FoggedAttackRevealRadius constant) for 3 seconds (the FogFlashtime constant). This fog removal remains static at the location where the source order was issued and is removed either once 3 seconds have passed or when the unit issues another triggering order at the target unit from another location.

This constant is triggered before any projectiles hits or damage is dealt, as the unit reaches the cast point or damage point when casting a spell/attacking it will trigger the fog removal and it will be removed at the next fog update interval. This means that there is a small gap of consisting of 0-0.4 seconds (obviously that makes an average of 0.2 seconds) before the unit actually is revealed, albeit the constant is triggered instantly when the spell or attack goes into effect.

For anyone unfamiliar with the fog update ratio; All the fog all over the map is updated at a ratio of 0.4 seconds, this Fog Reveal Radius does just as any other form of fog disclosure use this constant, which is what causes the slight delay on unveiling the source unit.

Triggering the Fog Removal

These are the things which decides whether or not a unit will be revealed:
  • Revealed from regular attacks.
  • Revealed from hardcoded spells which deal damage or place a buff on the target.
  • Not revealed from damage target X triggers.
  • Not revealed from Channel based spells which issue an order before the spell goes into effect.
Time to point out some things regarding these conditions.

Hardcoded spells refers to both single target and area of effect spells, e.g. you will be revealed by both Storm Bolt and Light Strike Array. The reason why I point out that hardcoded spells do not always reveal the caster is because dummy spells (e.g. spells which neither provides damage nor buffs to the enemy target) does not reveal the caster. The most common cases are Blizzards with 0 damage, and no buff, which is used to provide the visual AoE seen upon targeting as well as Chain Lightning with 0 damage. I have not had time to confer all spells, but these are the two spells used in DotA which do not reveal the target due to the base spell.

The UnitDamageTarget() function (make unit X damage target Y for Z damage) does not reveal the unit causing the damage, this function is used for spells such as Diabolic Edict and Static Field.

The Channel based spells which currently issue orders before going into effect are; Focus Fire and Blink Strike.

Reaction Delay
When an attack command is issued against a target or target location a random delay ranging between 0 and ReactionDelay seconds will be enforced. This only applies to physical attacks and not to movement commands, spells, dropping items, buying items, etc. This delay is issued on all attack commands, be it due to the Call For Help constant, right clicking the target, a-clicking the ground or triggered attack commands. Note that this constant works the same for attacks against allies.

This constant is applied at the beginning of a chain of attacks and not on each individual attack. If you cancel a string of attacks against a target and issue a new attack order this constant will be applied again, regardless if you're targetting the same unit as previously (this also counts for clicking the same unit twice). Spells interfere just as any other order, regardless of the nature of the skill (unit target, point target or no-target) with the exceptions being the following abilities; manually casted arrow effects (such as Searing Arrows), Berserk, Immolation and Defend.

At what moment in time this constant is applied depends on how you issue the order, though basically there are three things which may happen;
  1. Your unit stands still at the spot before moving into range to issue the attack command.
    - Right clicking the target
    - A-clicking the target
    - Getting a help request from an allied unit
    - When you auto-acquire a target
    - Triggered "attack unit X" commands
  2. Your unit walks into range equal to the value of the FollowRange constant before continuing to issue the order.
    - When the order could not be issued immidietly (e.g. Ethereal [Decrepify] or Drunken Haze [disabling attacks, used in Deafening Blast] and thus can't attack normally)
  3. Your unit walks into aqcuisition range before continuing to issue the order.
    - A-clicking the ground and encountering a hostile unit
    - Triggered "attack-move to ground point(X,Y)" commands
In the last case the range at which the unit stops is decided by three factors;
  1. Your unit's collision size
  2. Your unit's acquisition range
  3. The enemy unit's collision size
Through adding these three factors together (YourCollisionSize+YourAcquisitionRange+EnemyColli sionSize) you get the range at which your unit will stop before enaging the enemy unit.

Credits
Many thanks to 1239 being my partner while compiling this, it's his work as well so pay him his due respects.
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Last edited by Robzor; 09-26-2011 at 05:54 PM.
Old 07-16-2010, 11:59 AM   #2
antiweltteilchen
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Default Re: Gameplay Constants

good.
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Old 07-16-2010, 12:12 PM   #4
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Default Re: Gameplay Constants

Need some quick updates to be perfect though :3
DisplayBuildingStatus is now 1.
PawnItemRange is now 150.
EtherealDamageBonus is now 1.40, 1.00, 1.00, 1.00, 1.00, 1.40, 1.00.
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Old 07-16-2010, 12:28 PM   #5
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Default Re: Gameplay Constants

I hold no doubt that a few updates still are required, I altered what I could remember off the top of my head. Thanks for pointing those out.
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Old 07-16-2010, 12:31 PM   #6
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Default Re: Gameplay Constants

Much time taken, very good guide. Pro as always
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Old 07-16-2010, 12:32 PM   #7
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Default Re: Gameplay Constants

Congrats Robzor, you must have spent an awful lot of time o.O You the man.
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Old 07-16-2010, 06:06 PM   #8
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Default Re: Gameplay Constants

i really like it as it helps me understanding what these constants really mean.
And just to nitpick a little bit:
Copy'n'Paste Failure at LifeDrain and Manadrain -> Note on manadrain must be fixed.
And:
Name: Gameplay - Illusions Get Move Speed Bonuses
Raw Data Name: False
Parameter: IllusionsGetMoveSpeedBonus

Name: Inventory - Sell Item Return Rate
Raw Data Name: 0.50
Parameter: PawnItemRate
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Old 07-16-2010, 06:22 PM   #9
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Default Re: Gameplay Constants

Tis a nice guide.
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Old 07-16-2010, 08:26 PM   #10
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Default Re: Gameplay Constants

Quote:
Originally Posted by MauranKilom View Post
i really like it as it helps me understanding what these constants really mean.
And just to nitpick a little bit:
Copy'n'Paste Failure at LifeDrain and Manadrain -> Note on manadrain must be fixed.
And:
Name: Gameplay - Illusions Get Move Speed Bonuses
Raw Data Name: False
Parameter: IllusionsGetMoveSpeedBonus

Name: Inventory - Sell Item Return Rate
Raw Data Name: 0.50
Parameter: PawnItemRate
Thanks, fixed.
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Old 07-18-2010, 09:00 AM   #11
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Default Re: Gameplay Constants

Nice guide. Knowlegde is power .

Quote:
Name: Hero Attributes - Movement Bonus per Agility Point
Raw Data Name: AgiMoveBonus
Parameter: 0.00
This would be cool/fit in DotA imo. Is this true in ladder Warcraft III?
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Old 07-19-2010, 05:31 PM   #12
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Default Re: Gameplay Constants

Its value is zero in the ladder as well.
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Old 07-24-2010, 08:03 AM   #13
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Default Re: Gameplay Constants

epic
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Old 07-25-2010, 04:25 PM   #14
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Default Re: Gameplay Constants

Quite confusing. Could you sort it?
That's a lot of data
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Old 07-25-2010, 05:02 PM   #15
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Default Re: Gameplay Constants

Quote:
Originally Posted by CaLLizeR View Post
Quite confusing. Could you sort it?
That's a lot of data
The constants are sorted A to Z as well as divided due to relevancy to DotA, apart from that I will not further divide them into sub-groups due to the wide a purpose the constants fill, the amount of required groups would either not be fulfilling or too cluttered.

But if you have good system to suggest then by all means do so, perhaps I'm just not using my imagination enough, if you suggest a system which I believe will work then it's very plausible I arrange them to your liking.
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Old 07-25-2010, 05:23 PM   #16
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Default Re: Gameplay Constants

Excellent job.
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Old 08-03-2010, 09:35 PM   #17
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Default Re: Gameplay Constants

Quote:
Originally Posted by Robzor View Post
Day/Night Duration
Although the input value in the map says that a day is 450 seconds there are alteration triggers in the JASS which change this value once the map is initialized:

call SetTimeOfDayScale(0.5)
Is the input JASS line which is called during map initialization; By dividing the DayLength value by the SetTimeOfDayScale value (DayLength/SetTimeOfDayScale) you will get the real length of a game day which this means that an entire game day is 900 seconds (450/0.5) rather than 450 seconds. This does not alter the day and night periods in any way (dawn occurs at 6:00 and night occurs at 18:00, e.g. 12 game hours each, meaning that both still are equally long).

When the map is initialized the time of the day is set to 6:00.
You can change that to
call SetTimeOfDayScale(0.625)

Now 720s for a full day, 360s for a day/night.
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Old 08-04-2010, 07:14 AM   #18
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Default Re: Gameplay Constants

Thanks.
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Old 11-17-2010, 11:04 PM   #19
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Default Re: Gameplay Constants

Random question: How is CanDeactivateDefend used in DotA? That is, in what situation is it actually possible to deactivate defend?

E: And I assume this refers to the Defend (Item) ability?
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Old 11-17-2010, 11:44 PM   #20
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Default Re: Gameplay Constants

In fact that constant is not exactly relevant anymore.

Medusa's Split Shot used to be based on Defend, and it could, as you probably know, be deactivated. Thus this constants previous impact.

These days Split Shot is based on a transformation ability.

I have now moved it to the appropriate place.
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Old 11-18-2010, 08:13 AM   #21
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Default Re: Gameplay Constants

Quote:
Originally Posted by Robzor View Post
In fact that constant is not exactly relevant anymore.

Medusa's Split Shot used to be based on Defend, and it could, as you probably know, be deactivated. Thus this constants previous impact.

These days Split Shot is based on a transformation ability.

I have now moved it to the appropriate place.
OK, that makes sense.
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Old 04-06-2011, 12:12 AM   #22
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Default Re: Gameplay Constants

Quote:
Originally Posted by war3mapMisc.txt
DamageBonusSiege=1.00,0.50,1.25,1.50,1.00,0.75,0.0 5,1.00
You have AT:Siege as doing 150% damage to unarmored units. Currently the mechanics page has it correct, and you have it wrong.


Also, HeroExpRange is now 1200.0.
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Old 04-08-2011, 10:35 AM   #23
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Default Re: Gameplay Constants

The link at bounce attack directs to DA.
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Old 04-08-2011, 07:25 PM   #24
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Default Re: Gameplay Constants

Quote:
Originally Posted by EebstertheGreat View Post
You have AT:Siege as doing 150% damage to unarmored units. Currently the mechanics page has it correct, and you have it wrong.


Also, HeroExpRange is now 1200.0.
Siege also has a 0.75 factor against heroes now instead of the previous 0.63, just in case you wanted to know.

Quote:
Originally Posted by Aravis View Post
The link at bounce attack directs to DA.
It does no more.

Thanks for pointing these things out.
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Old 04-08-2011, 10:03 PM   #25
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Default Re: Gameplay Constants

Quote:
Originally Posted by Robzor View Post
Siege also has a 0.75 factor against heroes now instead of the previous 0.63, just in case you wanted to know.
Yeah, I didn't even notice that it used to be 0.63.
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Old 04-09-2011, 05:02 PM   #26
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Default Re: Gameplay Constants

Quote:
Name: Unit Visibility Change Rate
Raw Data Name: InvisSpeed
Parameter: 0.40
I allways thought this is the rate at wich you gain visibility when moving through the fog (in this case, at each 0.4 seconds the fog clears a bit more). So this is not what it does? Since it is unkown.
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Old 04-09-2011, 11:30 PM   #27
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Default Re: Gameplay Constants

Quote:
Originally Posted by RazorCrime View Post
I allways thought this is the rate at wich you gain visibility when moving through the fog (in this case, at each 0.4 seconds the fog clears a bit more). So this is not what it does? Since it is unkown.
From the observation that the fog updates at this ratio that would seem correct, however, due to the fact that alterations appeared to not affect the actual update ratio the actual use for the constant has been classified as unknown.
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Old 04-10-2011, 01:06 AM   #28
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Default Re: Gameplay Constants

Is it possible that RazorCrime's explanation is how it is intended to work and it is simply broken? Or is changing it known to have some effects?
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Old 04-10-2011, 11:34 AM   #29
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Default Re: Gameplay Constants

Quote:
Originally Posted by EebstertheGreat View Post
Is it possible that RazorCrime's explanation is how it is intended to work and it is simply broken? Or is changing it known to have some effects?
We believed that it was intended to work in that way, and it may be plausible that it was Blizzard's intent with the constant as well. No changes in the game has been observed through altering the constant, thus it is hard to say what it does.
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Old 04-10-2011, 08:05 PM   #30
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Default Re: Gameplay Constants

Quote:
Originally Posted by Robzor View Post
We believed that it was intended to work in that way, and it may be plausible that it was Blizzard's intent with the constant as well. No changes in the game has been observed through altering the constant, thus it is hard to say what it does.
Thanks.

By the way, you aren't the only one who forgot to edit when siege attacks were changed. Several of the armor- and damage-tips in DotA are wrong, including the ones for Siege and Unarmored. I don't know why IF doesn't just fix them like he did with DAMAGETIP_CHAOS.
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Old 06-17-2011, 07:29 PM   #31
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Default Re: Gameplay Constants

I just finished reading this...

these things are definitely a type of information that is considered 'nice-to-know'

haha!

Good Job posting this here ^_^
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Old 06-28-2011, 08:36 AM   #32
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Default Re: Gameplay Constants

As of 6.72, "Gameplay - Illusions Bestow Auras" is now True.

This information is courtesy of LordShinjo.
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Old 06-28-2011, 08:45 PM   #33
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Default Re: Gameplay Constants

Quote:
Originally Posted by EebstertheGreat View Post
As of 6.72, "Gameplay - Illusions Bestow Auras" is now True.

This information is courtesy of LordShinjo.
Thanks, updated.
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Old 09-26-2011, 02:34 PM   #34
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Default Re: Gameplay Constants

In unit death stuff:
Quote:
The fact that the unit exists means that it can be counted by the GroupEnumUnitsInRange function, this matters in particular when it comes to Echo Slam which produces additional echo waves for dead units since there is no check if the grouped units are alive or dead.
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Old 02-10-2013, 02:37 AM   #35
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Default Re: Gameplay Constants

I may be quite a bit late here, but i fail to find any evidence of the ReactionDelay being applied. No matter how hard i try in my testmaps, units will always begin their attacks in time, despite being reissued a stop and attack order before every attack.

Does anybody have evidence of the ReactionDelay applying? Maybe blizzard stealth-changed something?
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Old 02-10-2013, 06:57 PM   #36
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Default Re: Gameplay Constants

http://www.thehelper.net/threads/rea...nstants.88262/
http://www.wc3c.net/showthread.php?t=79760
basically auto-attack delay
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Old 02-10-2013, 07:36 PM   #37
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Default Re: Gameplay Constants

Hm, still testing...

If i set it to 10.0 then i can see the delay, if i set it to 1.0 i see absolutely no implications, on 2.0 it does have an effect.
What the fuck?

Basically i'm trying to confirm/deny how the reaction delay is applied... If at least the timers in wc3 had better resolution than 1/16 seconds... I'm currently working with a 0.1 second timing based on units attacking each other...
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Last edited by MauranKilom; 02-10-2013 at 09:07 PM.
Old 02-10-2013, 08:13 PM   #38
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Default Re: Gameplay Constants

Ahahahahahaha
I have came here to ask something like "is there anything like acquisation delay", and I think this thread is here can answer that question.
I almost never check the "Last Post" row, but for some reason, this time I did, and... Well, wanted to share :D


So, there really is like a delay between getting in range and getting attacked, for example, by a tower, right?
Else, I have a question.
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Old 02-11-2013, 06:18 AM   #39
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Default Re: Gameplay Constants

Quote:
Originally Posted by ThoAppelsin View Post
So, there really is like a delay between getting in range and getting attacked, for example, by a tower, right?
It should depend on the acquisition range and how quickly you approach the tower (and luck).
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Old 02-12-2013, 12:38 PM   #40
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Default Re: Gameplay Constants

Quote:
Originally Posted by Robzor View Post
When an attack command is issued against a target or target location a random delay ranging between 0 and ReactionDelay seconds will be enforced. This only applies to physical attacks and not to movement commands, spells, dropping items, buying items, etc. This delay is issued on all attack commands, be it due to the Call For Help constant, right clicking the target, a-clicking the ground or triggered attack commands. Note that this constant works the same for attacks against allies.
After dealing with this constant for like two days, if I am not mistaken, this constant does not have an effect on the tower attacks. At least not for the attacks done by an Ancient Protector and a Spirit Tower, I am certain on those two. Not even when you make them target manually, or issue stop commands.

Might aswell be more general and apply for every anchored or ensnared or Movement - Type: None unit... [needs confirmation]


Edit
Yeah, like that. Thanks to MauranKilom, I am using his test map repeatedly for making these tests...
Not the Movement - Type: None
but the Movement - Speed Base: 0 (zero)
makes the units somehow become unaffected by the Gameplay Constant: Reaction Delay. There might be a built in hardcoded delay for them, but I cannot know that, and also, it doesn't look like there is.
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Last edited by ThoAppelsin; 02-12-2013 at 12:56 PM.
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