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Member
Join Date: Jun 2009
Location: Stockholm, Sweden
Posts: 858
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Name: This is the normal name of the gameplay constant.Description: The effect of the gameplay constant Additional info: A small note or information to clarify the purpose of the constant |
Name: Ally Trading Increment - Control ClickThe amount of resources you may give to a player when control clicking the field in the allies screen.
Raw Data Name: TradingIncLarge
Parameter: 0
Name: Ally Trading Increment - Normal ClickThe amount of resources you may give to a player when normally clicking the field in the allies screen.
Raw Data Name:TradingIncSmall
Parameter: 0
Name: Animation Time ScaleThis 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.
Raw Data Name: ScaledAnimTime
Parameter: 60
Name: Attack Notification - Minimum Interval (Seconds)The minimum duration between two attack notifications ("an allied town is under attack").
Raw Data Name: AttackNotifyDelay
Parameter: 30.00
Name: Attack Notification - Minimum RangeThe distance of your current view where you will not be given attack notifications from units being attacked.
Raw Data Name: AttackNotifyRange
Parameter: 1000.00
Name: Building Status DisplayDecides whether or not to show a buildings status bar icons.
Raw Data Name: DisplayBuildingStatus
Parameter: True
Name: Collision Maximum RadiusDetermines the maximum collision size allowed for units in the map.
Raw Data Name: MaxCollisionRadius
Parameter: 200.00
Name: Combat - Armor Damage Reduction MultiplierThe amount of armor reduction/increase for each armor point.
Raw Data Name: DefenseArmor
Parameter: 0.06
Name: Combat - Call For Help RangeWithin this area a unit will call for help from allied unit as to make them attack the hostile units.
Raw Data Name: CallForHelp
Parameter: 600.00
Name: Combat - Call For Help Range, CreepsThe same as above but this serves for neutral creeps.
Raw Data Name: CreepCallForHelp
Parameter: 600.00
Name: Combat - Chance to Miss (Moving or High Ground)The constant for missing ranged ground attacks used against units at any higher altitude.
Raw Data Name: ChanceToMiss
Parameter: 0.25
Name: Combat - Damage Bonus Table - ChaosThe armor type reduction values for Chaos damage.
Raw Data Name: DamageBonusChaos
Parameter: 1.00, 1.00, 1.00, 0.40, 1.00, 1.00, 1.00, 1.00
Name: Combat - Damage Bonus Table - EtherealThe armor type reduction values for units in the Ethereal state.
Raw Data Name: EtherealDamageBonus
Parameter: 1.40, 1.00, 1.00, 1.00, 1.00, 1.40, 1.00
Name: Combat - Damage Bonus Table - HeroThe armor type reduction values for Hero damage.
Raw Data Name: DamageBonusHero
Parameter: 1.00, 1.00, 1.00, 0.50, 1.00, 1.00, 0.05, 1.00
Name: Combat - Damage Bonus Table - MagicThe armor type reduction values for Magic damage.
Raw Data Name: DamageBonusMagic
Parameter: 1.25, 0.75, 2.00, 0.35, 1.00, 0.75, 0.05, 1.00
Name: Combat - Damage Bonus Table - NormalThe armor type reduction values for Normal damage.
Raw Data Name: DamageBonusNormal
Parameter: 1.00, 1.50, 1.25, 0.70, 1.00, 0.75, 0.05, 1.00
Name: Combat - Damage Bonus Table - PierceThe armor type reduction values for Pierce damage.
Raw Data Name: DamageBonusPierce
Parameter: 2.00, 0.75, 0.75, 0.35, 1.00, 0.50, 0.05, 1.50
Name: Combat - Damage Bonus Table - SiegeThe armor type reduction values for Siege damage.
Raw Data Name: DamageBonusSiege
Parameter: 1.00, 0.50, 1.25, 1.50, 1.00, 0.75, 0.05, 1.00
Name: Combat - Damage Bonus Table - SpellsThe armor type reduction values for Spell damage.
Raw Data Name: DamageBonusSpells
Parameter: 1.00, 1.00, 1.00, 1.00, 1.00, 0.75, 0.05, 1.00
Name: Combat - Missed Attacks Damage FactorThe amount of damage an attack with Splash will deal when the attacker misses the original target.
Raw Data Name: MissDamageReduction
Parameter: 0.50
Name: Creeps – Guard DistanceDefines the area which neutrals guard.
Raw Data Name: GuardDistance
Parameter: 600.00
Name: Creeps - Guard Return DistanceThis determines how long neutrals will chase you after leaving their original point.
Raw Data Name: MaxGuardDistance
Parameter: 600.00
Name: Creeps - Guard Return Time (Sec)After leaving the MaxGuardDistance (the value seen above) this is how long the units will keep chasing you before returning.
Raw Data Name: GuardReturnTime
Parameter: 3.00
Name: Creeps - Maximum Creep Camp Radius (Pathing Cells)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.
Raw Data Name: CreepCampPathingCellDistance
Parameter: 26.00
Name: Decay Time (Sec) - BonesHow long the corpse from a unit exists after that the flesh time runs out.
Raw Data Name: BoneDecayTime
Parameter: 12.00
Name: Decay Time (Sec) - EffectsThis 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.
Raw Data Name: EffectDeathTime
Parameter: 5.00
Name: Decay Time (Sec) - FleshThe amount of time the unit is flesh after dying.
Raw Data Name: DecayTime
Parameter: 2.00
Name: Decay Time (Sec) - Fog of War FlashThis constant works together with FoggedAttackRevealRadius constant and determines the amount of time the fog will be revealed around an attacking unit.
Raw Data Name: FogFlashTime
Parameter: 3.00
Name: Decay Time (Sec) - Hero DissipationPart of the death time for heroes in addition to the units death time.
Raw Data Name: DissipateTime
Parameter: 3.00
Name: Decay Time (Sec) - MissilesThe time after which a missile which have struck its target will be forcefully removed from the game.
Raw Data Name: BulletDeathTime
Parameter: 5.00
Name: Decay Time (Sec) - StructuresThe duration for buildings' corpses to fully decay.
Raw Data Name: StructureDecayTime
Parameter: 30.00
Name: Enemy Inventory DisplayDecides whether or not you can see items in your enemies' hero and unit inventories.
Raw Data Name: DisplayEnemyInventory
Parameter: True
Name: Fog Reveal Radius - Attacking UnitThe amount of fog revealed around a enemy unit attacking one of your own units.
Raw Data Name: FoggedAttackRevealRadius
Parameter: 200.00
Name: Fog Reveal Radius - Dying UnitThe amount of fog that is revealed around an allied dying unit.
Raw Data Name: DyingRevealRadius
Parameter: 500.00
Name: Follow Range - ItemsThe distance you will stop if you can not pick up the item due to full slots or other restriction.
Raw Data Name: FollowItemRange
Parameter: 1000.00
Name: Follow Range - BuildingsThe range at which your units will attempt to follow buildings.
Raw Data Name: StructureFollowRange
Parameter: 100.00
Name: Follow Range - UnitsThe range at which your units will attempt to follow follow other units.
Raw Data Name: FollowRange
Parameter: 0.00
Name: Gameplay - Allow Multiple Bounces Per UnitDetermines whether or not Moon Glaives will be able to hit the same target twice.
Raw Data Name: AllowMultiBounce
Parameter: True
Name: Gameplay - Can Deactivate Bearform (NYI)Decides whether or not you can deactivate Bearform.
Raw Data Name: CanDeactivateBearForm
Parameter: True
Name: Gameplay - Can Deactivate Bladestorm (NYI)Decides whether or not you can deactivate Bladestorm.
Raw Data Name: CanDeactivateBladestorm
Parameter: False
Name: Gameplay - Can Deactivate Chemical Rage (NYI)Decides whether or not you can deactivate Chemical Rage.
Raw Data Name: CanDeactivateChemicalRage
Parameter: False
Name: Gameplay - Can Deactivate Immolation (NYI)Decides whether or not you can deactivate Immolation.
Raw Data Name: CanDeactivateImmolation
Parameter: True
Name: Gameplay - Can Deactivate Mana Flare (NYI)Decides whether or not you can deactivate Mana Flare.
Raw Data Name: CanDeactivateManaFlare
Parameter: False
Name: Gameplay - Can Deactivate Mana Shield (NYI)Decides whether or not you can deactivate Mana Shield.
Raw Data Name: CanDeactivateManaShield
Parameter: True
Name: Gameplay - Can Deactivate Metamorphosis (NYI)Decides whether or not you can deactivate Metamorphosis.
Raw Data Name: CanDeactivateMetamorphosis
Parameter: False
Name: Gameplay - Can Deactivate Wind Walk (NYI)Decides whether or not you can deactivate Wind Walk.
Raw Data Name: CanDeactivateWindWalk
Parameter: False
Name: Gameplay - Cyclone Hides UnitDecides whether or not a cycloned unit can be targeted.
Raw Data Name: CycloneStatis
Parameter: False
Name: Gameplay - Drain Gives Bonus LifeDetermines if Life Drain will be able to give you HP above your upper HP limit.
Raw Data Name: DrainGivesBonusLife
Parameter: False
Name: Gameplay - Drain Gives Bonus ManaDetermines if Mana Drain will be able to give you mana above your upper mana limit.
Raw Data Name: DrainGivesBonusMana
Parameter: False
Name: Gameplay - Drain Transfers LifeDecides whether or not you will be able to target allies in order to transfer HP to them.
Raw Data Name: DrainTransfersLife
Parameter: False
Name: Gameplay - Drain Transfers ManaDecides whether or not you will be able to target allies in order to transfer mana to them.
Raw Data Name: DrainTransfersMana
Parameter: False
Name: Gameplay - Drain Uses Ethereal BonusDetermines whether or not Drain abilities will benefit from the target unit being ethereal.
Raw Data Name: DrainUsesEtherealBonus
Parameter: True
Name: Gameplay - Ensnare Checks Magic ImmunityDefines 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.
Raw Data Name: EnsnareIsMagic
Parameter: False
Name: Gameplay - Ethereal Damage Bonus AllyDetermines if the Ethereal state will increase the damage done to allies.
Raw Data Name: EtherealDamageBonusAlly
Parameter: False
Name: Gameplay - Flying Heroes Bestow AurasDetermines if flying heroes will be able to bestow auras to allies/enemies.
Raw Data Name: FlyingHeroesBestowAuras
Parameter: True
Name: Gameplay - Illusions Are Autocast TargetsDecides whether or not units will use autocast spells on illusions.
Raw Data Name: IllusionsGetAutocast
Parameter: False
Name: Gameplay - Illusions Bestow AurasDetermines if illusions will be able to bestow any auras to enemies/allies.
Raw Data Name: IllusionsBestowAuras
Parameter: True
Name: Gameplay - Illusions Can Restore LifeDetermines if you will be able to use heals to replenish the illusions HP.
Raw Data Name: IllusionsCanRestoreLife
Parameter: False
Name: Gameplay - Illusions Can Restore ManaDetermines if you will be able to use mana regenerating skills to replenish the illusion's mana.
Raw Data Name: IllusionsCanRestoreMana
Parameter: False
Name: Gameplay - Illusions Get Attack BonusesDetermines if illusions will be able to benefit from damage granted through raw attack bonuses, it does not affect bonuses gained from stats.
Raw Data Name: IllusionsGetAttackBonus
Parameter: False
Name: Gameplay - Illusions Get Attack Speed BonusesDetermines 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.
Raw Data Name: IllusionsGetAttackSpeedBonus
Parameter: False
Name: Gameplay - Illusions Get Defense BonusesDetermines if illusions will be able to benefit from raw armor bonuses, it does not affect bonuses gained from stats or upgrades.
Raw Data Name: IllusionsGetDefenseBonus
Parameter: False
Name: Gameplay - Illusions Get Move Speed BonusesDecides 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.
Raw Data Name: IllusionsGetMoveSpeedBonus
Parameter: False
Name: Gameplay - Invisible Unites Bestow AurasDecides if invisible units will be able to provide auras to allies/enemies.
Raw Data Name: InvisibleUnitsBestowAuras
Parameter: False
Name: Gameplay - Invulnerable Summonables Take Dispel DamageDetermines whether or not invulnerable summons will take any damage from Dispel Magic.
Raw Data Name: InvulnSummonDispelDamage
Parameter: False
Name: Gameplay - Item Sale Creep Aggro RangeThe range at which you will get aggro from creeps for selling items.
Raw Data Name: ItemSaleAggroRange
Parameter: 0.00
Name: Gameplay - Magic Immunes Resist DamageDetermines whether or not a magic immune unit can be damaged by magic damage.
Raw Data Name: MagicImmunesResistDamage
Parameter: True
Name: Gameplay - Magic Immunes Resist LeechDetermines if you will be able to Lifesteal from magic immune targets.
Raw Data Name: MagicImmunesResistLeech
Parameter: False
Name: Gameplay - Magic Immunes Resist ThornsDecides if magic immune units will be unaffected by the Thorns aura.
Raw Data Name: MagicImmunesResistThorns
Parameter: False
Name: Gameplay - Magic Immunes Resist UltimatesThis constant determines if you can use ultimates on magic immune units.
Raw Data Name: MagicImmunesResistUltimates
Parameter: False
Name: Gameplay - Morphing Disables Alternate AbilitiesIf 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).
Raw Data Name: MorphAlternateDisable
Parameter: False
Name: Gameplay - Morphing Flyers Land At Closest PositionWhen 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.
Raw Data Name: MorphLandClosest
Parameter: True
Name: Gameplay - Polymorphed Units Bestow AurasDecides whether or not polymorphed units will bestow any auras.
Raw Data Name: PolymorphedUnitsBestowAuras
Parameter: False
Name: Hero Abilities Level Skip (Default)The interval for how many levels you must wait between leveling each regular skill.
Raw Data Name: HeroAbilityLevelSkip
Parameter: 2
Name: Hero Attributes - Attack Bonus per Primary Att. BonusThe amount of extra damage you gain from your main attribute.
Raw Data Name: StrAttackBonus
Parameter: 1.00
Name: Hero Attributes - Attack Speed Bonus per Agility PointThe attack speed increase per agility point.
Raw Data Name: AgiAttackSpeedBonus
Parameter: 0.01
Name: Hero Attributes - Defense Base Value (Before Agility Bonus)The starting value for heroes' armor unto which a heroes armor bonuses is added.
Raw Data Name: AgiDefenseBase
Parameter: -1.00
Name: Hero Attributes - Defense Bonus per Agility PointThe amount of armor you gain per agility point.
Raw Data Name: AgiDefenseBonus
Parameter: 0.14
Name: Hero Attributes - HP Regen Bonus per Strength PointThe amount of extra HP regen you will gain per strength point.
Raw Data Name: StrRegenBonus
Parameter: 0.03
Name: Hero Attributes - Hit Point Bonus per Strength PointThe increase to your HP pool per strength point.
Raw Data Name: StrHitPointBonus
Parameter: 19.00
Name: Hero Attributes - Mana Point per Intelligence PointThe increase to your mana pool per intelligence point.
Raw Data Name: IntManaBonus
Parameter: 13.00
Name: Hero Attributes - Mana Regen Bonus per Intelligence PointThe amount of extra mana regen you will gain per intelligence point.
Raw Data Name: IntRegenBonus
Parameter: 0.04
Name: Hero Attributes - Movement Bonus per Agility PointThe amount of extra movement speed you gain per agility point.
Raw Data Name: AgiMoveBonus
Parameter: 0.00
Name: Hero Maximum LevelSets the maximum level for heroes in the map.
Raw Data Name: MaxHeroLevel
Parameter: 25
Name: Hero Maximum XP Gain RangeThe range within which a unit will gain experience when an enemy is killed by an ally.
Raw Data Name: HeroExpRange
Parameter: 1200.00
Name: Hero XP - Building Kills Grant XPDetermines whether or not buildings will grant experience points.
Raw Data Name: BuildingKillsGiveExp
Parameter: True
Name: Hero XP - Global DistributionThis constant determines if the experience will be distributed amongst the heroes over the entire map or if it will use the experience range.
Raw Data Name: GlobalExperience
Parameter: False
Name: Hero XP - Max Level Heroes Drain XPDecides if nearby heroes at the max level will reduce the amount of experience you gain.
Raw Data Name: MaxLevelHeroesDrainExp
Parameter: True
Name: Hero XP Gained - Creep Reduction TableThe factor for experience gain reductions from neutral creeps as the hero gains levels.
Raw Data Name: HeroFactorXP
Parameter: 100, 100, 100, 100, 100
Name: Hero XP Gained - Hero, Constant FactorThe third parameter used in the formula for calculating experience gain from heroes.
Raw Data Name: GrantHeroXPFormulaC
Parameter: 100.00
Name: Hero XP Gained - Hero, Level FactorThe second parameter used in the formula for calculating experience gain from heroes.
Raw Data Name: GrantHeroXPFormulaB
Parameter: 1.00
Name: Hero XP Gained - Hero, Previous Value FactorThe first parameter in the formula used for calculating experience gain from heroes.
Raw Data Name: GrantHeroXPFormulaA
Parameter: 1.00
Name: Hero XP Gained - Hero, TableThe table for how much hero experience you will gain before the experience formula is used.
Raw Data Name: GrantHeroXP
Parameter: 100, 120, 160, 220, 300
Name: Hero XP Gained - Normal, Constant FactorThe third parameter used in the formula for calculating experience from creeps.
Raw Data Name: GrantNormalXPFormulaC
Parameter: 6.00
Name: Hero XP Gained - Normal, Level FactorThe second parameter used in the formula for calculating experience from creeps.
Raw Data Name: GrantNormalXPFormulaB
Parameter: 5.00
Name: Hero XP Gained - Normal, Previous Value FactorThe first parameter used in the formula for calculating experience from creeps.
Raw Data Name: GrantNormalXPFormulaA
Parameter: 1.00
Name: Hero XP Gained - Normal, TableThe table for how much experience you gain from creeps before the formula is used.
Raw Data Name: GrantNormalXP
Parameter: 25
Name: Hero XP Gained - Summoned Unit FactorThe factor which decides experience gain from summoned unit after applying the normal creep experience formula.
Raw Data Name: SummonedKillFactor
Parameter: 0.50
Name: Hero XP Required - Constant FactorThe third parameter in the formula for calculating how much experience you need to reach the next level.
Raw Data Name: NeedHeroXPFormulaC
Parameter: 0.00
Name: Hero XP Required - Level FactorThe second parameter in the formula for calculating how much experience you need to reach the next level.
Raw Data Name: NeedHeroXPFormulaB
Parameter: 100.00
Name: Hero XP Required - Previous Value FactorThe first parameter in the formula for calculating how much experience you need to reach the next level.
Raw Data Name: NeedHeroXPFormulaA
Parameter: 0.00
Name: Hero XP Required - TableThe table for how much experience need to reach the next level before the formula is used.
Raw Data Name: NeedHeroXP
Parameter: 200
Name: Inventory - Drop Item RangeThe distance at which you can drop an item to a specified spot.
Raw Data Name: DropItemRange
Parameter: 100.00
Name: Inventory - Give Item RangeThe range at which you can give items.
Raw Data Name: GiveItemRange
Parameter: 150.00
Name: Inventory - Pick Up Item RangeThe range at which you can pick up items.
Raw Data Name: PickupItemRange
Parameter: 150.00
Name: Inventory - Sell Item RangeThe range at which you can sell items.
Raw Data Name: PawnItemRange
Parameter: 150.00
Name: Inventory - Sell Item Return RateThe factor which decides how much gold you get back from selling an item.
Raw Data Name: PawnItemRate
Parameter: 0.50
Name: Movement - Unit Speed - MaximumSets the limit for how fast regular units can move.
Raw Data Name: MaxUnitSpeed
Parameter: 522.00
Name: Movement - Unit Speed - MinimumDecides the lower limit for units movement speed.
Raw Data Name: MinUnitSpeed
Parameter: 100.00
Name: Reaction Delay (Sec) - MaximumA predetermined value which sets a random “delay time” between 0 and 0.25 seconds when you issue an attack order.
Raw Data Name: ReactionDelay
Parameter: 0.25
Name: Spells - Ethereal Heal BonusThe factor for additional heal when you are ethereal.
Raw Data Name: EtherealHealBonus
Parameter: 1.4
Name: Spells - Frost Attack Speed ReductionThe amount of attack speed reduction from the frost debuff.
Raw Data Name: FrostAttackSpeedDecrease
Parameter: 0.20
Name: Spells - Frost Movement Speed ReductionThe amount of movement speed slow from the frost debuff.
Raw Data Name: FrostMoveSpeedDecrease
Parameter: 0.30
Name: Spells - Target Motion AllowanceThe 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.
Raw Data Name: SpellCastRangeBuffer
Parameter: 300.00
Name: Time - DawnThe time for when during the game day the dawn occurs.
Raw Data Name: Dawn
Parameter: 6.00
Name: Time - DuskThe time for when during the game day dusk occurs.
Raw Data Name: Dusk
Parameter: 18.00
Name: Time - Hours Per DayThe amount of hours per game day.
Raw Data Name: DayHours
Parameter: 24.00
Name: Time - Real seconds per game dayHow long a game day is counted in real life seconds.
Raw Data Name: DayLength
Parameter: 450.00
Name: Unit Maximum LevelDetermines the maximum level possible for all non-hero unit on the map.
Raw Data Name: MaxUnitLevel
Parameter: 25
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
Ethereal
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
Hero
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
Magic
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
Normal
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
Pierce
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
Siege
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
Spells
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
Day/Night Duration
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
call SetTimeOfDayScale(0.625) |
| Level | Experience | |
| 1 | 100 | |
| 2 | 120 | |
| 3 | 160 | |
| 4 | 220 | |
| 5 | 300 |
| Level | Experience | |
| 1 | 200 |
| Level | Experience | |
| 1 | 25 |
- 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
- 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)
- A-clicking the ground and encountering a hostile unit
- Triggered "attack-move to ground point(X,Y)" commands
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#2 |
Forum Staff
Join Date: Jun 2009
Location: germany
Posts: 3,252
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good.
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#3 |
Forum Staff
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superb.
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#4 |
Forum Staff
Join Date: Jun 2009
Location: France
Posts: 2,168
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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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#6 |
Member
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Much time taken, very good guide. Pro as always
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#7 |
Member
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Congrats Robzor, you must have spent an awful lot of time o.O You the man.
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![]() ----------------------------------------------- Turkish DotA Map Translation Leader Dota 2 Turkish Translation Mod Suggestions Mod Wannabe o.o |
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#8 |
Member
Join Date: Jan 2010
Location: Germany
Posts: 5,042
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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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I might edit my p0sts frequently and rapidly after posting.
DotA code of the week:
Jass:
function Func0243 takes nothing returns nothing
call Func0242()
endfunction
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| Last edited by MauranKilom; 07-16-2010 at 06:23 PM. | |
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#10 | |
Member
Join Date: Jun 2009
Location: Stockholm, Sweden
Posts: 858
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Quote:
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#11 | |
Member
Join Date: Mar 2010
Posts: 2,983
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Nice guide. Knowlegde is power
. Quote:
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#12 |
Member
Join Date: Jun 2009
Posts: 3,002
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Its value is zero in the ladder as well.
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#14 |
Member
Join Date: Jun 2009
Posts: 383
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Quite confusing. Could you sort it?
That's a lot of data |
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#15 |
Member
Join Date: Jun 2009
Location: Stockholm, Sweden
Posts: 858
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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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#16 |
Banned
Join Date: Aug 2009
Location: Deep in the ocean
Posts: 2,286
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Excellent job.
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#17 | |
Forum Staff
Join Date: Jun 2009
Location: France
Posts: 2,168
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Quote:
Now 720s for a full day, 360s for a day/night. |
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#19 |
Member
Join Date: Sep 2009
Location: Cleveland, OH
Posts: 5,355
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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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#20 |
Member
Join Date: Jun 2009
Location: Stockholm, Sweden
Posts: 858
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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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