数据驱动类技能范例
< Zh | Dota 2 Workshop Tools | Scripting
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单位死亡后造成持续性范围伤害的例子
本示例在技能被添加之后,将会等到拥有者死亡之后触发,当拥有者死亡的时候,一个带有酸雾特效和一个降低目标区域的单位护甲并施加伤害的计时器将会被创建。
//================================================================================================================= // Creature: Acid Spray //================================================================================================================= "creature_acid_spray" { // General //------------------------------------------------------------------------------------------------------------- "BaseClass" "ability_datadriven" "AbilityBehavior" "DOTA_ABILITY_BEHAVIOR_AOE" "AbilityUnitDamageType" "DAMAGE_TYPE_COMPOSITE" "AbilityTextureName" "alchemist_acid_spray" // Casting //------------------------------------------------------------------------------------------------------------- "AbilityCastPoint" "0.2" "AbilityCastRange" "900" "OnOwnerDied" { "CreateThinker" { "ModifierName" "creature_acid_spray_thinker" "Target" "CASTER" } } "Modifiers" { "creature_acid_spray_thinker" { "Aura" "create_acid_spray_armor_reduction_aura" "Aura_Radius" "%radius" "Aura_Teams" "DOTA_UNIT_TARGET_TEAM_ENEMY" "Aura_Types" "DOTA_UNIT_TARGET_HERO | DOTA_UNIT_TARGET_CREEP | DOTA_UNIT_TARGET_MECHANICAL" "Aura_Flags" "DOTA_UNIT_TARGET_FLAG_MAGIC_IMMUNE_ENEMIES" "Duration" "%duration" "OnCreated" { "AttachEffect" { "EffectName" "alchemist_acid_spray" "EffectAttachType" "follow_origin" "Target" "TARGET" "ControlPoints" { "00" "0 0 0" "01" "%radius 1 1" } } } } "create_acid_spray_armor_reduction_aura" { "IsDebuff" "1" "IsPurgable" "0" "EffectName" "alchemist_acid_spray_debuff" "ThinkInterval" "%tick_rate" "OnIntervalThink" { "Damage" { "Type" "DAMAGE_TYPE_COMPOSITE" "Damage" "%damage" "Target" "TARGET" } } "Properties" { "MODIFIER_PROPERTY_PHYSICAL_ARMOR_BONUS" "%armor_reduction" } } } // Special //------------------------------------------------------------------------------------------------------------- "AbilitySpecial" { "01" { "var_type" "FIELD_INTEGER" "radius" "250" } "02" { "var_type" "FIELD_FLOAT" "duration" "16.0" } "03" { "var_type" "FIELD_INTEGER" "damage" "118 128 138 158" } "04" { "var_type" "FIELD_INTEGER" "armor_reduction" "-3 -4 -5 -6" } "05" { "var_type" "FIELD_FLOAT" "tick_rate" "1.0" } } }
一个法球的实例
一个可以造成范围性伤害和晕眩的法球实例。
"testOrb_Example"
{
"ID" "10003"
"BaseClass" "ability_datadriven"
"AbilityBehavior" "DOTA_ABILITY_BEHAVIOR_UNIT_TARGET | DOTA_ABILITY_BEHAVIOR_AUTOCAST| DOTA_ABILITY_BEHAVIOR_ATTACK"
"AbilityUnitTargetTeam" "DOTA_UNIT_TARGET_TEAM_ENEMY"
"AbilityUnitTargetType" "DOTA_UNIT_TARGET_ALL"
"MaxLevel" "1"
"AbilityCastPoint" "0.0"
"AbilityCastRange" "900"
"AbilityCooldown" "0"
"AbilityManaCost" "10"
"AbilitySpecial"
{
"01"
{
"var_type" "FIELD_INTEGER"
"RangeDamage" "75"
}
}
"Modifiers"
{
"TestOrb_Modifier"
{
"Passive" "1"
"IsHidden" "1"
"Orb"
{
"Priority" "DOTA_ORB_PRIORITY_ABILITY"//法球的类型
//下面是一个投射物特效的定义,值得一提的是,不少粒子效果是无法形成正常的投射物效果,而是会直接附着到目标上面播放。
"ProjectileName" "particles/units/heroes/hero_sven/sven_spell_storm_bolt.vpcf"
"CastAttack" "1"
}
"OnOrbFire"
{
//这下面的设定会使得当你右键激活自动释放时进行普通攻击也能正常消耗魔法,否则激活自动释放状态下不会消耗魔法。
"SpendMana"
{
"Mana" "%AbilityManaCost"
}
}
"OnOrbImpact"
{
"FireEffect"
{
"EffectName" "particles/units/heroes/hero_sven/sven_spell_warcry.vpcf"
"EffectAttachType" "attach_hitloc"
"Target" "TARGET"
}
"Damage"//对范围内单位造成伤害
{
"Type" "DAMAGE_TYPE_PURE"
"Damage" "%RangeDamage"//和AbilitySpecial里定义的RangeDamage上对应数值挂钩。
"Target"
{
"Center" "TARGET"
"Teams" "DOTA_UNIT_TARGET_TEAM_ENEMY"
"Type" "DOTA_UNIT_TARGET_ALL"
"Radius" "275"
}
}
"Stun"//击晕范围内单位
{
"Duration" "2"
"Target"
{
"Center" "TARGET"
"Teams" "DOTA_UNIT_TARGET_TEAM_ENEMY"
"Type" "DOTA_UNIT_TARGET_ALL"
"Radius" "275"
}
}
}
}
}
}
系统光环实例
一个普通的系统光环实现,效果是范围内敌军减少50%攻击力。
"TestSysAura"
{
"BaseClass" "ability_datadriven"
"AbilityBehavior" "DOTA_ABILITY_BEHAVIOR_AURA | DOTA_ABILITY_BEHAVIOR_PASSIVE"
"AbilityUnitTargetTeam" "DOTA_UNIT_TARGET_TEAM_ENEMY"
"AbilityUnitTargetType" "DOTA_UNIT_TARGET_ALL"
"AbilityTextureName" "alchemist_acid_spray"
"MaxLevel" "1"
"AbilityCastPoint" "0.0"
"AbilityCastRange" "500"
"AbilityCooldown" "0"
"AbilityManaCost" "0"
"AbilitySpecial"
{
"01"
{
"var_type" "FIELD_INTEGER"
"Range" "500"
}
}
"Modifiers"
{
"TestSysAura_Modifier"
{
"Passive" "1"
"IsHidden" "1"
"Aura" "TestSysAura_FixAttackPercent"
"Aura_Radius" "%Range"
"Aura_Teams" "DOTA_UNIT_TARGET_TEAM_ENEMY"
"Aura_Types" "DOTA_UNIT_TARGET_ALL"
}
"TestSysAura_FixAttackPercent"
{
"IsDebuff" "1"
"IsPurgable" "0"
"Properties"
{
"MODIFIER_PROPERTY_DAMAGEOUTGOING_PERCENTAGE" "-50"
}
}
}
}
一个自定义的光环实例
这个光环的效果和上面那个光环的效果一样。 但是通过这个我们可以在lua中得到光环的拥有者和作用单位。于是可以在lua里面对这些实体进行各种额外的操作。
//在lua中我们可以获取到一下entity
// 光环拥有者 -> EntIndexToHScript(keys.caster_entindex)
// 被光环作用的单位 -> keys.target
"TestCustomAura"
{
"BaseClass" "ability_datadriven"
"AbilityBehavior" "DOTA_ABILITY_BEHAVIOR_AURA | DOTA_ABILITY_BEHAVIOR_PASSIVE"
"AbilityUnitTargetTeam" "DOTA_UNIT_TARGET_TEAM_ENEMY"
"AbilityUnitTargetType" "DOTA_UNIT_TARGET_ALL"
"AbilityTextureName" "alchemist_acid_spray"
"MaxLevel" "1"
"AbilityCastPoint" "0.0"
"AbilityCastRange" "500"
"AbilityCooldown" "0"
"AbilityManaCost" "0"
"AbilitySpecial"
{
"01"
{
"var_type" "FIELD_INTEGER"
"Range" "500"
}
}
"Modifiers"
{
"TestCustomAura_Modifier"
{
"Passive" "1"
"IsHidden" "1"
"ThinkInterval" "0.5"
"OnIntervalThink"
{
"ApplyModifier"
{
"ModifierName" "TestCustomAura_FixAttackPercentIcon"
"Target"
{
"Teams" "DOTA_UNIT_TARGET_TEAM_ENEMY"
"Types" "DOTA_UNIT_TARGET_ALL"
"Center" "CASTER"
"Radius" "%Range"
}
}
"ApplyModifier"
{
"ModifierName" "TestCustomAura_FixAttackPercentTimer"
"Target"
{
"Teams" "DOTA_UNIT_TARGET_TEAM_ENEMY"
"Types" "DOTA_UNIT_TARGET_ALL"
"Center" "CASTER"
"Radius" "%Range"
}
}
}
}
"TestCustomAura_FixAttackPercentIcon"
{
"IsDebuff" "1"
"IsPurgable" "0"
"TextureName" "alchemist_acid_spray"
"Properties"
{
"MODIFIER_PROPERTY_DAMAGEOUTGOING_PERCENTAGE" "-50"
}
}
"TestCustomAura_FixAttackPercentTimer"
{
"IsDebuff" "1"
"IsPurgable" "0"
"IsHidden" "1"
"Duration" "0.6"
"OnDestroy"
{
"RemoveModifier"
{
"ModifierName" "TestCustomAura_FixAttackPercentIcon"
"Target" "TARGET"
}
}
}
}
}