数据驱动类技能范例

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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"
     }
    }
   }
  }
 }