1. Переименовал команду хороших парней, плохих парней и кастомных парней номер 1, но плохие парни почему-то не переименовались, с чем это может быть связано?
2. Тпшка почему-то не удалилась, хотя соответствующую строку я вписал.
Код:
"item_tpscroll" "REMOVED"
3. Бф`а моего почему-то в магазине нет :c
Код:
"item_bfury_datadriven"
{
"BaseClass" "item_datadriven" "ID" "1145" "AbilityBehavior" "DOTA_ABILITY_BEHAVIOR_PASSIVE" "Model" "models/props_gameplay/red_box.vmdl" "Effect" "particles/generic_gameplay/dropped_item.vpcf"
"AbilityTextureName" "bfury_custom"
// Item Info
//-------------------------------------------------------------------------------------------------------------
"ItemCost" "9150" "ItemShopTags" "damage;health_regen;mana_regen;hard_to_tag"
"ItemQuality" "epic"
"ItemAliases" "bf;battle fury"
"ItemDeclarations" "DECLARE_PURCHASES_TO_TEAMMATES | DECLARE_PURCHASES_IN_SPEECH | DECLARE_PURCHASES_TO_SPECTATORS"
// Special
//-------------------------------------------------------------------------------------------------------------
"AbilitySpecial" {
"01"
{
"var_type" "FIELD_INTEGER"
"bonus_damage" "125" }
"02"
{
"var_type" "FIELD_INTEGER"
"bonus_health_regen" "12" }
"03"
{
"var_type" "FIELD_INTEGER"
"bonus_mana_regen_percentage" "350" }
"04"
{
"var_type" "FIELD_INTEGER"
"cleave_damage_percent" "70" }
"05"
{
"var_type" "FIELD_INTEGER"
"cleave_radius" "300" }
}
"Modifiers" {
"modifier_item_bfury_datadriven"
{
"Passive" "1"
"IsHidden" "1" "Attributes" "MODIFIER_ATTRIBUTE_MULTIPLE"
"Properties"
{
"MODIFIER_PROPERTY_BASEATTACK_BONUSDAMAGE" "%bonus_damage" "MODIFIER_PROPERTY_HEALTH_REGEN_CONSTANT" "%bonus_health_regen"
"MODIFIER_PROPERTY_MANA_REGEN_PERCENTAGE" "%bonus_mana_regen_percentage"
}
"OnCreated" {
"RunScript" {
"ScriptFile" "items/item_bfury.lua" "Function" "modifier_item_bfury_datadriven_on_created" }
}
"OnDestroy" {
"RunScript" {
"ScriptFile" "items/item_bfury.lua" "Function" "modifier_item_bfury_datadriven_on_destroy"
}
}
"ThinkInterval" ".03" "OnIntervalThink" {
"RunScript"
{
"ScriptFile" "items/item_bfury.lua"
"Function" "modifier_item_bfury_datadriven_on_interval_think" //функция проверки
}
}
}
"modifier_item_bfury_datadriven_cleave" //Вот теперь тот самый сплэш.
{
"Passive" "0"
"IsHidden" "1" "Attributes" "MODIFIER_ATTRIBUTE_MULTIPLE"
"OnAttackLanded" //СОБЫТИЕ: когда юнит обладающий предметом атаковал
{
"CleaveAttack" {
"CleavePercent" "%cleave_damage_percent" "CleaveRadius" "%cleave_radius"
"CleaveEffect" "particles/items_fx/battlefury_cleave.vpcf"
}
"FireSound" {
"EffectName" "DOTA_Item.BattleFury"
"Target" "TARGET"
}
}
//Continually check to see if the hero this modifier is on is still melee
//(since some units, like Troll Warlord, can switch between ranged/melee forms).
"ThinkInterval" ".03" //ещё одна доп. проверка на ближника/дальника
"OnIntervalThink"
{
"RunScript"
{
"ScriptFile" "items/item_bfury.lua"
"Function" "modifier_item_bfury_datadriven_cleave_on_interval_think"
}
//=================================================================================================================
// Recipe: Battle Fury2
//=================================================================================================================
"item_recipe_bfury2"
{
"AbilityTextureName" "recipe"
// General
//-------------------------------------------------------------------------------------------------------------
"ID" "3059"
"Model" "models/props_gameplay/recipe.mdl"
"BaseClass" "item_datadriven"
// Item Info
//-------------------------------------------------------------------------------------------------------------
"ItemCost" "0"
"ItemShopTags" "artifacts"
// Recipe
//-------------------------------------------------------------------------------------------------------------
"ItemRecipe" "1"
"ItemResult" "item_bfury2"
"ItemRequirements"
{