Dark Moon Update - 27 Jan 2017

Serverside scripts

Very important stuff

function CDOTAGamerules:SetShowcaseTime( float_1 ) end
function CDOTAGamerules:SetStrategyTime( float_1 ) end
function CDOTA_BaseNPC:GetRangedProjectileName(  ) end

// 2 last arguments are new
function CDOTA_BaseNPC:PerformAttack( hTarget, bUseCastAttackOrb, bProcessProcs, bSkipCooldown, bIgnoreInvis, bUseProjectile, bFakeAttack, bNeverMiss ) end

function CDOTA_Modifier_Lua:GetPriority(  ) end
function CDOTA_Modifier_Lua:OnRemoved(  ) end // Runs when the modifier is destroyed (before unit loses modifier)
function CDOTA_Modifier_Lua:OnStackCountChanged( iStackCount ) end // param is old count

function CPointClientUIWorldPanel:AcceptUserInput(  ) end
function CPointClientUIWorldPanel:AddCSSClasses( pszClasses ) end
function CPointClientUIWorldPanel:IgnoreUserInput(  ) end
function CPointClientUIWorldPanel:RemoveCSSClasses( pszClasses )  end

More stuff


function CDOTA_Modifier_Lua:IsPermanent( ) end function CDOTA_BaseNPC:IsShrine( ) end function CDOTA_BaseNPC:IsTempestDouble( ) end function CDOTA_BaseNPC:SetUnitCanRespawn( bCanRespawn ) end function CDOTAGamerules:BeginNightstalkerNight( float_1 ) end function CDOTAGamerules:BeginTemporaryNight( float_1 ) end function CDOTAGamerules:IsNightstalkerNight( ) end function CDOTAGamerules:IsTemporaryNight( ) end function CalcDistanceToLineSegment2D( Vector_1, Vector_2, Vector_3 ) end function RotationDeltaAsAngularVelocity( QAngle_1, QAngle_2 ) end function SetPhysAngularVelocity( handle_1, Vector_2 ) end function CDOTAGamerules:SetEventMetadataCustomTable( handle_1 ) end // This is just old stuff exposed to the API docs function CScriptHTTPRequest:Send( handle_1 ) function CScriptHTTPRequest:SetHTTPRequestAbsoluteTimeoutMS( unsigned_1 ) function CScriptHTTPRequest:SetHTTPRequestGetOrPostParameter( string_1, string_2 ) function CScriptHTTPRequest:SetHTTPRequestHeaderValue( string_1, string_2 ) function CScriptHTTPRequest:SetHTTPRequestNetworkActivityTimeout( unsigned_1 ) function CScriptHTTPRequest:SetHTTPRequestRawPostBody( string_1, string_2 )

Clientside scripts

// Thanks gaben
function C_DOTA_Ability_Lua:GetAbilityTextureName(  ) end
function C_DOTA_Item_Lua:GetAbilityTextureName(  ) end
function C_DOTA_Modifier_Lua:GetPriority(  ) end
function C_DOTA_Modifier_Lua:IsPermanent(  ) end
function C_DOTA_Modifier_Lua:OnRemoved(  ) end
function C_DOTA_Modifier_Lua:OnStackCountChanged( iStackCount ) end

function CalcDistanceToLineSegment2D( Vector_1, Vector_2, Vector_3 ) end
function RotationDeltaAsAngularVelocity( QAngle_1, QAngle_2 ) end
function SetPhysAngularVelocity( handle_1, Vector_2 ) end // wtf

Enums


MODIFIER_ATTRIBUTE_AURA_PRIORITY = 8 --- Enum modifierpriority MODIFIER_PRIORITY_HIGH = 2 MODIFIER_PRIORITY_LOW = 0 MODIFIER_PRIORITY_NORMAL = 1 MODIFIER_PRIORITY_SUPER_ULTRA = 4 MODIFIER_PRIORITY_ULTRA = 3 --- Enum DOTAProjectileAttachment_t DOTA_PROJECTILE_ATTACHMENT_ATTACK_1 = 1 DOTA_PROJECTILE_ATTACHMENT_ATTACK_2 = 2 DOTA_PROJECTILE_ATTACHMENT_ATTACK_3 = 4 DOTA_PROJECTILE_ATTACHMENT_ATTACK_4 = 5 DOTA_PROJECTILE_ATTACHMENT_HITLOCATION = 3 DOTA_PROJECTILE_ATTACHMENT_LAST = 6 DOTA_PROJECTILE_ATTACHMENT_NONE = 0 --- Enum DamageCategory_t DOTA_DAMAGE_CATEGORY_ATTACK = 1 DOTA_DAMAGE_CATEGORY_SPELL = 0 --- Enum attackfail DOTA_ATTACK_RECORD_CANNOT_FAIL = 6 DOTA_ATTACK_RECORD_FAIL_NO = 0 DOTA_ATTACK_RECORD_FAIL_SOURCE_MISS = 2 DOTA_ATTACK_RECORD_FAIL_TARGET_EVADED = 3 DOTA_ATTACK_RECORD_FAIL_TARGET_INVULNERABLE = 4 DOTA_ATTACK_RECORD_FAIL_TARGET_OUT_OF_RANGE = 5 DOTA_ATTACK_RECORD_FAIL_TERRAIN_MISS = 1 --- Enum modifierremove DOTA_BUFF_REMOVE_ALL = 0 DOTA_BUFF_REMOVE_ALLY = 2 DOTA_BUFF_REMOVE_ENEMY = 1

Comments

  • Posts: 21

    Mini Map creation via Hammer was also fixed.

  • Posts: 149

    Mini Map creation via Hammer was also fixed.

    Praise GabeN!

  • edited January 27 Posts: 292

    following modifier properties have been fixed as well:

    MODIFIER_PROPERTY_SPELL_AMPLIFY_PERCENTAGE

    MODIFIER_PROPERTY_CAST_RANGE_BONUS

    MODIFIER_PROPERTY_CAST_RANGE_BONUS_STACKING

    MODIFIER_PROPERTY_HEAL_AMPLIFY_PERCENTAGE

    MODIFIER_PROPERTY_MANACOST_PERCENTAGE

  • Posts: 271

    Are runes fixed?

  • Posts: 4

    No, runes are still not working

  • Posts: 149

    following modifier properties have been fixed as well: MODIFIER_PROPERTY_SPELL_AMPLIFY_PERCENTAGE MODIFIER_PROPERTY_CAST_RANGE_BONUS MODIFIER_PROPERTY_CAST_RANGE_BONUS_STACKING MODIFIER_PROPERTY_HEAL_AMPLIFY_PERCENTAGE MODIFIER_PROPERTY_MANACOST_PERCENTAGE

    None of these work for me

  • edited January 29 Posts: 6

    I don't know how long this has been the case, but MODIFIER_PROPERTY_MODEL_SCALE is actually functional now. It works similarly to the kv files for BKB and Bloodlust in that values for it are integers expressed as percent increase, e.g. returning 50 will make the model 50% larger. Like those abilities, it has a smooth animation as well, so you don't have to dick around with SetModelScale anymore except as it applies to the base model size. I presume negative values will shrink the model in a similar fashion.

  • Please specify if it's function in datadriven or what because MODIFIER_PROPERTY_MODEL_SCALE has always been working in lua modifiers.

  • Posts: 292

    @chalkybrush they work for lua modifiers

  • Posts: 149

    @chalkybrush they work for lua modifiers

    ya I just figured that out -_-

  • edited February 14 Posts: 108

    Update February 13, 2017

    Added ability for Dota custom games to register custom animation lua scripts to run when a model loads. Before a model is loaded (ie. at the beginning of addon_game_mode.lua) you must register a custom animation script: RegisterCustomAnimationScriptForModel( "models/heroes/medusa/medusa.vmdl", "animation/heroes/medusa/medusa_custom.lua" )

    https://developer.valvesoftware.com/wiki/Source_2_Animation_System_VScript_API

    Beside adding custom animations, does this mean i can use existing sequences and edit or combine them in Lua? The CreateSequence() example seems to do that.

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