6.87 Gameplay Update - 25th April, 2016

edited April 2016 in News and Announcements

http://www.dota2.com/687

Constants

New Modifier Properties

  • MODIFIER_PROPERTY_ALWAYS_ALLOW_ATTACK
  • MODIFIER_PROPERTY_MAGICAL_CONSTANT_BLOCK
  • MODIFIER_PROPERTY_MOVESPEED_BONUS_PERCENTAGE_UNIQUE_2
  • MODIFIER_PROPERTY_MOVESPEED_BONUS_UNIQUE_2
  • MODIFIER_PROPERTY_PHYSICAL_CONSTANT_BLOCK_SPECIAL
  • MODIFIER_PROPERTY_PREATTACK_TARGET_CRITICALSTRIKE
  • MODIFIER_PROPERTY_SPELL_AMPLIFY_PERCENTAGE
  • Also, all the modifier property values changed (god help anyone that didn't use the constants)

New Order

  • DOTA_UNIT_ORDER_RADAR

New Minimap Events

  • DOTA_MINIMAP_EVENT_RADAR
  • DOTA_MINIMAP_EVENT_RADAR_TARGET

Misc

  • OVERHEAD_ALERT_MAGICAL_BLOCK

Panorama

New functions

  • Game.GetCustomGameDifficulty()
  • Game.GetScreenWidth()
  • Game.GetScreenHeight()

Click behaviour DOTA_CLICK_BEHAVIOR_RADAR

Patch analysis done by @BMD


Panorama panel diff by @SinZ:

https://github.com/SinZ163/DiffCentral/commit/417e2e92537d694ddb97ac9f8a1737879c6cbad2


New Item List

Ready for npc_abilities_override.txt

"item_recipe_bloodthorn"      "REMOVE"
"item_bloodthorn"      "REMOVE"
"item_wind_lace"      "REMOVE"
"item_infused_raindrop"      "REMOVE"
"item_blight_stone"      "REMOVE"
"item_recipe_echo_sabre"      "REMOVE"
"item_echo_sabre"      "REMOVE"
"item_tome_of_knowledge"      "REMOVE"
"item_recipe_hurricane_pike"      "REMOVE"
"item_hurricane_pike"      "REMOVE"
"item_banana"      "REMOVE"

The concept of Modding Community doesn't go well together with Competitive Business
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Comments

  • Posts: 149
    MODIFIER_PROPERTY_SPELL_AMPLIFY_PERCENTAGE
    

    I assume this is the modifier property we'd use to counter-act the 1% damage increase each 16 int.

    Game.GetCustomGameDifficulty()
    

    How does this work?

  • edited April 2016 Posts: 1,670

    Game.GetCustomGameDifficulty() is the clientside version of the very old Lua GameRules:GetDifficulty() and it's useless with the current Reborn UI as far as I know.

    The concept of Modding Community doesn't go well together with Competitive Business
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  • Posts: 858

    Why is it added now than?

    MAKE CUSTOM GAMES GREAT AGAIN

    Finished-
    kv checker - https://arhowk.github.io
    panorama video series - https://moddota.com/forums/discussion/2021/inclusive-panorama-tutorial-quest-box

    My pet project This Cursed World/Crestfallen (name pending)
    https://moddota.com/forums/discussion/986/this-cursed-world-rpg#latest

  • Posts: 1,670

    ^ Maybe they plan on putting it back on the UI as an option to host customs, who knows.

    Added item list to the OP, if you have a gamemode with shop access make sure to add those entries unless you want the new items to be purchasable.

    The concept of Modding Community doesn't go well together with Competitive Business
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  • edited April 2016 Posts: 6

    MODIFIER_PROPERTY_SPELL_AMPLIFY_PERCENTAGE

    Is it working? I tried both lua and datadriven without any success.

  • Posts: 1,670

    Seems like neither MODIFIER_PROPERTY_SPELL_AMPLIFY_PERCENTAGE nor GetModifierSpellAmplify_Percentage are working.

    @ChalkyBrush came with a good workaround for disabling spell amplify through the damage filter:

    if attacker:IsHero() then
        if damagetype == DAMAGE_TYPE_MAGICAL or damagetype == DAMAGE_TYPE_PURE then
            filterTable["damage"] = filterTable["damage"]/(1+((attacker:GetIntellect()/16)/100))
        end
    end
    

    The concept of Modding Community doesn't go well together with Competitive Business
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  • edited April 2016 Posts: 61

    Game.GetScreenWidth()

    Game.GetScreenHeight()

    ALL HAIL :valve: ! ALL HAIL WHAT WE ALL NEEDED !

    Noaya , what is the spell use physical damage , the prob here is the fact than physical damage spell still affected by amplify

  • Posts: 858

    ALL HAIL ! ALL HAIL WHAT WE ALL NEEDED !

    we already had this capability :P

    MAKE CUSTOM GAMES GREAT AGAIN

    Finished-
    kv checker - https://arhowk.github.io
    panorama video series - https://moddota.com/forums/discussion/2021/inclusive-panorama-tutorial-quest-box

    My pet project This Cursed World/Crestfallen (name pending)
    https://moddota.com/forums/discussion/986/this-cursed-world-rpg#latest

  • Posts: 149

    "Noaya , what is the spell use physical damage , the prob here is the fact than physical damage spell still affected by amplify"

    Is this true? Damn. How do we fix this?

  • edited April 2016 Posts: 1,670

    Does DAMAGE_TYPE_PHYSICAL damage from spells get amplified by the new int scaling ?

    If that's so, it's easy to solve. If there is an inflictor, the damage came from an ability (autoattacks have no inflictor as I've corroborated when first dealing with the damage filter)

    local inflictor = filterTable["entindex_inflictor_const"]
    if inflictor and attacker:IsHero() then
        filterTable["damage"] = filterTable["damage"]/(1+((attacker:GetIntellect()/16)/100))
    end
    

    The concept of Modding Community doesn't go well together with Competitive Business
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  • Posts: 149

    Thanks Noya!

  • Posts: 149

    Actually, when I deal damage with ApplyDamage ie: ApplyDamage({ victim = enemy, attacker = caster, damage = damage, damage_type = DAMAGE_TYPE_PHYSICAL })

    There is still no inflictor, but it is still being boosted by Int

  • Posts: 149

    so I have to factor out int from all ApplyDamages QQ

  • edited April 2016 Posts: 1,670

    I think you can add an inflictor field inside ApplyDamage

    Edit: The correct field is called ability, and it will be the inflictor index on the filter.

    The concept of Modding Community doesn't go well together with Competitive Business
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  • Posts: 119

    Like noya said. For inflictor you can use a single dummy item created at the start of the game like here:

    https://github.com/Numbers11/damagesystem/blob/master/vscripts/damage_system.lua

    sunshine, hurricane

    all the highs & lows

  • Posts: 272

    Also, all the modifier property values changed (god help anyone that didn't use the constants)

    What this means? What values are changed?

  • edited April 2016 Posts: 1,670

    MODIFIER_PROPERTY_SPELL_AMPLIFY_PERCENTAGE is value 30 and its now in the middle of things, if you used bad return values (such as return 30 instead of return MODIFIER_PROPERTY_SOMETHING) your stuff would break (which is why you are supposed to use constants in the first place)

    The concept of Modding Community doesn't go well together with Competitive Business
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  • Posts: 272

    Who would do that kind of stuff anyway is the real question. You should always use return MODIFIER_PROPERTY_SOMETHING no matter what ...

  • Posts: 188
    return math.random(0,MODIFIER_FUNCTION_LAST )
    
  • edited May 2016 Posts: 292

    does anyone know what gyro's side gunner aghs variable is called so i can fix his aghs?

  • Posts: 125

    it's modifier "modifier_gyrocopter_flak_cannon_scepter"