[quote who="synnworld" reply="21" id="2516308"] Quoting RiskbreakerRiot, reply 19 One last thing- a sdk is necessary for the community to make mod maps. It works fine in most games- remember that dota is a warcraft 3 mod map. No matter how I ty to explain it people just don't get it; these aren't the same type of maps. Those maps are not actual 3-D objects. Demigods maps are the same as the demigods themselves; they are 3-D meshes You have to treat these as 3-D objects an
Drumstix42
What's your fix for Electrocution? I tried to fix it back when he was first "added" to the game. I'll try to check out the curing of debuffs. Should be able to compare to Sedna's heal, though.
Occulus's AIBlueprint.lua is a copy and paste from Lord Erebus. It stops the AI from working properly as this character. On that note: Demon Assassin's AIBlueprint.lua is a copy and paste from Regulus's.... Ty.
[quote who="Derog" reply="5" id="2503876"] conquestupgrades must be a special file of a mod cause it usually doesnt exist. standard is as i said conquestglobals.lua[/quote] CitadelUpgrades.lua is right out of the stock dgdata.zip: /lua/common/ ConquestGlobals.lua is in: /lua/sim/ Be more careful what information you post.
I think lua\common\CitadelUpgrades.lua would be best to look at. ~ @ Line: 1064 # Troop Number And look for each of the lines that says "...Troopname..." = { Add = 2 } Where the 2 can be any number. I'm pretty sure that controls how many spawn, including when you get Preists/Catapultasaurii/Giants. -Cheers
I was just looking through the code, using BeyondCompare to see the code against the stock files. I noticed that GetAttackSpeed and GetMoveSpeed on Fire Aura I and II are referencing HEMA01FireAura03 instead of "...01" and "...02". Cheers.
Hi all, I'm consistently working on a mostly-comp-stomp mod that has change a lot of the game, levels, etc that I play on LAN with friends. I'm looking to attempt to add another effect to the Finger of God to make it a little more "viscious" without just making it hit really hard. For reference, the ability is defined in \lua\common\AbilityDefinitions.lua @ ~ Line 306: Name = 'SuperWeapon01',
I like the idea of a lock simply requiring more than 1 demigod to break the lock, and maybe just taking longer to cap it with the lock. The lock would then not really be a lock, but still force some teamplay and change things up maybe... Could possibly add in other things like, capping a "locked" flag yeilds no XP again. Just food for thought.
I think you're right about the fireball calling another function, and it was a bad ability to do my initial test (it was just random). And the reason for the 100% crit rate was to make it easier to test quickly. :) Cheers!
I'm trying to retrieve the Demigods level to give them the ability to crit on specific abilities after level 19 (I have a highly modified game that goes up to level 30). ################################################################################################################# # Fireball #################################################################################################################<br