Applying Data Driven Modifiers from script
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It's possible to freely apply custom data-driven modifiers from VScript using the following function.
CDOTA_Item_DataDriven
Function | Signature | Description |
---|---|---|
ApplyDataDrivenModifier | void ApplyDataDrivenModifier(handle source, handle target, string modifier_name, handle modifierArgs)
|
Hopefully you've noticed this function belongs to objects of the Item type. It's used along with a data-driven item definition containing your data-driven modifiers.
"item_modifier_master"
{
"ID" "1010"
// General
//-------------------------------------------------------------------------------------------------------------
"AbilityBehavior" "DOTA_ABILITY_BEHAVIOR_NO_TARGET | DOTA_ABILITY_BEHAVIOR_IMMEDIATE"
"BaseClass" "item_datadriven"
// Stats
//-------------------------------------------------------------------------------------------------------------
"AbilityCastRange" "100"
"AbilityCastPoint" "0.0"
// Item Info
//-------------------------------------------------------------------------------------------------------------
"Modifiers"
{
"modifier_custom"
{
"TextureName" "item_greater_salve"
"EffectName" "particles/items_fx/healing_flask.vpcf"
"EffectAttachType" "follow_origin"
"Properties"
{
"MODIFIER_PROPERTY_ATTACKSPEED_BONUS_CONSTANT" "100"
}
}
}
}
And the script:
local ModMaster = CreateItem("item_modifier_master", nil, nil)
ModMaster:ApplyDataDrivenModifier(unit, unit, "modifier_custom", {duration = 3})
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January 2024
January 2024