-- Задаем таблицу опыта
XP_PER_LEVEL_TABLE = {
0,-- 1
200,-- 2
500,-- 3
900,-- 4
1400,-- 5
2000,-- 6
2600,-- 7
3200,-- 8
4400,-- 9
5400,-- 10
6000,-- 11
8200,-- 12
9000,-- 13
10400,-- 14
11900,-- 15
13500,-- 16
15200,-- 17
17000,-- 18
18900,-- 19
20900,-- 20
23000,-- 21
25200,-- 22
27500,-- 23
29900,-- 24
32400,-- 25
35000,-- 26
37700,-- 27
40500,-- 28
43400,-- 29
46400,-- 30
49500,-- 31
52700,-- 32
56000,-- 33
59400,-- 34
62900,-- 35
66500,-- 36
70200,-- 37
74000,-- 38
77900,-- 39
81900,-- 40
86000,-- 41
90200,-- 42
94500,-- 43
98900,-- 44
103400,-- 45
108000,-- 46
112700,-- 47
117500,-- 48
122400,-- 49
127400 -- 50
--и т.д. до 100
}
-- Тащим её в инит
function CAddonGameMode:InitGameMode()
GameRules:GetGameModeEntity():SetUseCustomHeroLevels( true ) -- установка кастомной системы урвоней
GameRules:GetGameModeEntity():SetCustomHeroMaxLevel( 100 ) -- максимальный уровень
GameRules:GetGameModeEntity():SetCustomXPRequiredToReachNextLevel( XP_PER_LEVEL_TABLE ) -- указываем таблицу
end
if CAddonTemplateGameMode == nil then
CAddonTemplateGameMode = class({})
end
-- XP Table:
HeroMaxLevel = 150
HeroExpTable = {0}
exp={60,120,180,240,300,360,420,480,540,600,
660,720,780,840,900,960,1020,1080,1140,1200,
1260,1320,1380,1440,1500,1560,1620,1680,1740,1800,
1860,1920,1980,2040,2100,2160,2220,2280,2340,2400,
2460,2520,2580,2640,2700,2760,2820,2880,2940,3000,
3060,3120,3180,3240,3300,3360,3420,3480,3540,3600,
3660,3720,3780,3840,3900,3960,4020,4080,4140,4200,
4260,4320,4380,4440,4500,4560,4620,4680,4740,4800,
4860,4920,4980,5040,5100,5160,5220,5280,5340,5400,
5460,5520,5580,5640,5700,5760,5820,5880,5940,6000,
6060,6120,6180,6240,6300,6360,6420,6480,6540,6600,
6660,6720,6780,6840,6900,6960,7020,7080,7140,7200,
7260,7320,7380,7440,7500,7560,7620,7680,7740,7800,
7860,7920,7980,8040,8100,8160,8220,8280,8340,8400,
8460,8520,8580,8640,8700,8760,8820,8880,8940,9000,
9060,9120,9180,9240,9300,9360,9420,9480,9540,9600
}
xp=0
for i=2,HeroMaxLevel-1 do
HeroExpTable[i]=HeroExpTable[i-1]+exp[i-1]
end
GameRules:GetGameModeEntity():SetCustomXPRequiredToReachNextLevel(HeroExpTable)
GameRules:GetGameModeEntity():SetCustomHeroMaxLevel(HeroMaxLevel)
//=================================================================================================================
// Ability: Attribute Bonus
//=================================================================================================================
"attribute_bonus"
{
// General
//-------------------------------------------------------------------------------------------------------------
"ID" "5002" // unique ID number for this ability. Do not change this once established or it will invalidate collected stats.
"AbilityType" "DOTA_ABILITY_TYPE_ATTRIBUTES"
"AbilityBehavior" "DOTA_ABILITY_BEHAVIOR_PASSIVE"
// Special
//-------------------------------------------------------------------------------------------------------------
"AbilitySpecial"
{
"01"
{
"var_type" "FIELD_FLOAT"
"attribute_bonus_per_level" "2.0"
}
}
}
// Dota Heroes File
"DOTAAbilities"
{
"Version" "1"
//=================================================================================================================
// Templar Assassin: Refraction Holdout
//=================================================================================================================
"templar_assassin_refraction_holdout"
{
// General
//-------------------------------------------------------------------------------------------------------------
"ID" "5002" // unique ID number for this ability. Do not change this once established or it will invalidate collected stats.
"AbilityType" "DOTA_ABILITY_TYPE_ATTRIBUTES"
"AbilityBehavior" "DOTA_ABILITY_BEHAVIOR_PASSIVE"
"MaxLevel" "130"
"RequiredLevel" "-1"
"LevelsBetweenUpgrades" "1"
// Special
//-------------------------------------------------------------------------------------------------------------
"AbilitySpecial"
{
"01"
{
"var_type" "FIELD_FLOAT"
"attribute_bonus_per_level" "2.0"
}
}
}
-- Задаем таблицу опыта
XP_PER_LEVEL_TABLE = {
0,-- 1
200,-- 2
500,-- 3
900,-- 4
1400,-- 5
2000,-- 6
2600,-- 7
3200,-- 8
4400,-- 9
5400,-- 10
6000,-- 11
8200,-- 12
9000,-- 13
10400,-- 14
11900,-- 15
13500,-- 16
15200,-- 17
17000,-- 18
18900,-- 19
20900,-- 20
23000,-- 21
25200,-- 22
27500,-- 23
29900,-- 24
32400,-- 25
35000,-- 26
37700,-- 27
40500,-- 28
43400,-- 29
46400,-- 30
49500,-- 31
52700,-- 32
56000,-- 33
59400,-- 34
62900,-- 35
66500,-- 36
70200,-- 37
74000,-- 38
77900,-- 39
81900,-- 40
86000,-- 41
90200,-- 42
94500,-- 43
98900,-- 44
103400,-- 45
108000,-- 46
112700,-- 47
117500,-- 48
122400,-- 49
127400 -- 50
--и т.д. до 100
}
-- Тащим её в инит
function CAddonGameMode:InitGameMode()
GameRules:GetGameModeEntity():SetUseCustomHeroLevels( true ) -- установка кастомной системы урвоней
GameRules:GetGameModeEntity():SetCustomHeroMaxLevel( 100 ) -- максимальный уровень
GameRules:GetGameModeEntity():SetCustomXPRequiredToReachNextLevel( XP_PER_LEVEL_TABLE ) -- указываем таблицу
end
GameRules:GetGameModeEntity():SetCustomXPRequiredToReachNextLevel( XP_PER_LEVEL_TABLE )
Привет, сорян за глупый вопрос, но можешь пожалуйста подсказать за что отвечает в этом коде данный текст?dander072,
Steam\SteamApps\common\dota 2 beta\game\dota_addons\название аддона\scripts\vscripts
После
Добавляем таблицу с опытомКод:if CAddonTemplateGameMode == nil then CAddonTemplateGameMode = class({}) end
Здесь таблица с опытом сделана с помощью массиваКод:-- XP Table: HeroMaxLevel = 150 HeroExpTable = {0} exp={60,120,180,240,300,360,420,480,540,600, 660,720,780,840,900,960,1020,1080,1140,1200, 1260,1320,1380,1440,1500,1560,1620,1680,1740,1800, 1860,1920,1980,2040,2100,2160,2220,2280,2340,2400, 2460,2520,2580,2640,2700,2760,2820,2880,2940,3000, 3060,3120,3180,3240,3300,3360,3420,3480,3540,3600, 3660,3720,3780,3840,3900,3960,4020,4080,4140,4200, 4260,4320,4380,4440,4500,4560,4620,4680,4740,4800, 4860,4920,4980,5040,5100,5160,5220,5280,5340,5400, 5460,5520,5580,5640,5700,5760,5820,5880,5940,6000, 6060,6120,6180,6240,6300,6360,6420,6480,6540,6600, 6660,6720,6780,6840,6900,6960,7020,7080,7140,7200, 7260,7320,7380,7440,7500,7560,7620,7680,7740,7800, 7860,7920,7980,8040,8100,8160,8220,8280,8340,8400, 8460,8520,8580,8640,8700,8760,8820,8880,8940,9000, 9060,9120,9180,9240,9300,9360,9420,9480,9540,9600 } xp=0 for i=2,HeroMaxLevel-1 do HeroExpTable[i]=HeroExpTable[i-1]+exp[i-1] end
Ищем функцию function CAddonTemplateGameMode:InitGameMode() и добавляем в неё следующие строчки:
Код:GameRules:GetGameModeEntity():SetCustomXPRequiredToReachNextLevel(HeroExpTable) GameRules:GetGameModeEntity():SetCustomHeroMaxLevel(HeroMaxLevel)
xp=0
for i=2,HeroMaxLevel-1 do
HeroExpTable=HeroExpTable[i-1]+exp[i-1]
end
Привет, сорян за глупый вопрос, но можешь пожалуйста подсказать за что отвечает в этом коде данный текст?
Код:xp=0 for i=2,HeroMaxLevel-1 do HeroExpTable=HeroExpTable[i-1]+exp[i-1] end
for i = 2, HeroMaxLevel - 1 do: