• Dota 2 Script File Editing v. Global Ravages
    142 replies, posted
[img]http://i7.minus.com/jusHjK18so1rc.png[/img] With the February 28th update, it's now possible to play games locally. One of the added benefits of this is that it's possible to edit your script files, including heroes and abilities. This can lead to things such as such as [URL="http://www.youtube.com/watch?v=zQmWol6VpO8"]global Berserker's Call[/URL] and [URL="http://www.youtube.com/watch?v=bqd56RWQ9lU"]global Black Holes[/URL]. [img]http://i2.minus.com/jtZbJGcZjIeCY.png[/img] Interested in editing stuff of your own? Don't worry - it's easy (as long as you're mildly competent with a computer)! Here's the steps: 1. [URL="http://nemesis.thewavelength.net/index.php?p=26"]Download GCFScape.[/URL] Make sure you're using the latest version. 2. Browse to steamapps\common\dota 2 beta\dota\ and open pak01_dir.vpk with GCFScape. 3. In GCFScape, navigate to "root/scripts/npc" and extract "npc_heroes.txt" and "npc_abilities.txt" to their equivalent location in the steamapps folder (steamapps\common\dota 2 beta\dota\scripts\npc). 4. This is the part where you edit the files. You can rearrange hero abilities in "npc_heroes.txt" and edit abilities in "npc_abilities.txt". I'm not going to go to in-depth for this part, as it'll be different depending on what you want to do. Make sure to save! 5. In Steam, right-click on Dota 2 and select "Properties", then choose "Set Launch Options". Add "-override_vpk". 6. Start up Dota 2, then hit Practice with Bots. You must not have anyone in your party with you in order to play on your local server. 7. Choose your hero and play him! If the game crashes then you've probably done something terribly idiotic.
[img]http://cloud-2.steampowered.com/ugc/615011268707835883/F02C6F5C537B18253D6110F5072ECFA18F399FFD/[/img] I have been looking forward to this update for such a long time. Now we just need LAN play/server hosting enabled, and the ability to make custom maps, and I will be thrilled.
What's the extent of this? Like will you be able to make custom heroes and skills or?
[QUOTE=77662;39791788]What's the extent of this? Like will you be able to make custom heroes and skills or?[/QUOTE]You can modify the numbers of any existing spells in the game. It's kind of along the lines of making a hero in early Warcraft 3, before the expansion. You can change the numbers of the base spells and arrange them how you want, but you can't really change the mechanics of them.
Seems invoker's skill can be made to work with other heroes with some modifying, which is nice. You just have to remove the lines "DOTA_ABILITY_BEHAVIOR_HIDDEN" and "DOTA_ABILITY_BEHAVIOR_NOT_LEARNABLE", make the abilities have a max level of 4, and remove the parts about the orbs from the spells data. Deafening blast screws up if made to go farther. Tornado is make go really fast and really far though. Also, most skills seem to be easily enough to change into a normal skill or an ult. You just have to add or remove "DOTA_ABILITY_TYPE_ULTIMATE", and change the max level.
And if said scripts folder doesn't exist? [img]http://i.imgur.com/CyKxzHQ.png[/img] Oh, on his site, 1.8.2 is latest (from what i read), i clicked your link, and there is 1.8.4, THANKS!
Anyone know if there's an additional file or files for abilities that tell it what effects to use and what to do? Or is this hard coded into the game? And is there something like that for the heroes?
sounds pretty cool but on a second thought fuck it. i was never good with scripts.
[QUOTE=Terin7;39791502][img]http://cloud-2.steampowered.com/ugc/615011268707835883/F02C6F5C537B18253D6110F5072ECFA18F399FFD/[/img] I have been looking forward to this update for such a long time. Now we just need LAN play/server hosting enabled, and the ability to make custom maps, and I will be thrilled.[/QUOTE] I've seen enough japanese movies to know what is going to happen now.
Patch notes for Dotes v. X - Added the ability to create and modify custom heroes, maps and gamemodes Would be a dream come true
[QUOTE=Pikmin Master;39792483]Anyone know if there's an additional file or files for abilities that tell it what effects to use and what to do? Or is this hard coded into the game? And is there something like that for the heroes?[/QUOTE]You could probably do a decent amount of stuff with the particle editor, or swapping out models/textures, but I'm not sure to what extent you want to go to.
[QUOTE=Bordellimies;39795034]Patch notes for Dotes v. X - Added the ability to create and modify custom heroes, maps and gamemodes Would be a dream come true[/QUOTE] DOTA2 map creation would not be that intriguing in comparison to being able to create and modify heroes, imo.
[QUOTE=Fillmore;39796042]DOTA2 map creation would not be that intriguing in comparison to being able to create and modify heroes, imo.[/QUOTE] If it was like WC3, then it would be by far.
Haven't they said custom games will come sooner or later, or did I dream that?
I made PL have 100% chance of summoning illusions with yuxtapose at level 4, each one lasting 30 seconds, dealing the same damage as the original PL and only receiving 200% more damage. And he could have 20 illusions at the same time. With the ulti, I made the illusions have a 25% chance of summoning more illusions, at level 1. I was killing bots in their base when I was pushing bot and had left the base to get a Butterfly. I love this.
Anyone know what might be wrong? For some reason, all the bots go mid now. I only changed the skills of one hero by decreasing its values. Besides that, the enemy bots travel in 1 group only.
[QUOTE=lol user;39800202]Have pugna with aghaim and nether ward replaced with lions mana drain[/QUOTE] yay crossposting
[QUOTE=77662;39800153]Anyone know what might be wrong? For some reason, all the bots go mid now. I only changed the skills of one hero by decreasing its values. Besides that, the enemy bots travel in 1 group only.[/QUOTE]Anybody any ideas? It never happened when I first did it, it just started happening recently.
[QUOTE=lol user;39800216]yay crossposting[/QUOTE]Are you asking if this is possible, or if you did it? If asking, then I don't think so. The mana zap is probably a hard-coded passive spell that the nether ward has. [QUOTE=77662;39800432]Anybody any ideas? It never happened when I first did it, it just started happening recently.[/QUOTE]Probably just re-extract all the scripts and start from scratch.
I made beastmaster's roar push people to the edges of the map
All my stuff comes out OP and I pwn the bots :(
I made axe's helix do this: Wanna harass axe? It's russian roulette. 1% chance to trigger 600 radius 9999 physical damage Culling blade now scales like: Range: 2000/3500/6000 Threshold: 1000 Cooldown: 300 / 200 / 100 balanced
[QUOTE=Suttles;39809534]I made axe's helix do this: Wanna harass axe? It's russian roulette. 1% chance to trigger 600 radius 9999 physical damage Culling blade now scales like: Range: 2000/3500/6000 Threshold: 1000 Cooldown: 300 / 200 / 100 balanced[/QUOTE] guinsoo doto
[video=youtube;bcXS98jVVcM]http://www.youtube.com/watch?v=bcXS98jVVcM[/video] I put together another text editing video, although it's not as good as the other one. Spoilers: There are still watermarks.
When this finally works in multiplayer, someone should make one that makes Mirana's Sacred Arrow deal 3000 pure damage, have double speed and global range. Mirana wars, yo.
[QUOTE=Enaicavor;39812121]When this finally works in multiplayer, someone should make one that makes Mirana's Sacred Arrow deal 3000 pure damage, have double speed and global range. Mirana wars, yo.[/QUOTE][url]http://www.reddit.com/r/DotA2/comments/19q0hq/dedicated_servers_are_now_possible_i_present_you/[/url] Someone got it working, so I think custom Dota 2 games can now be played by multiple people. Although I think it needs to be updated every time an update is released, and an update just came out. I was able to do it on the test client, though.
[QUOTE=Enaicavor;39812121]When this finally works in multiplayer, someone should make one that makes Mirana's Sacred Arrow deal 3000 pure damage, have double speed and global range. Mirana wars, yo.[/QUOTE] You don't even need to increase the damage, just make it global and it would be great.
I got a dedicated server working, and mods seem to work on it, I can get bots to spawn as well, but they don't seem to do anything (besides buy shit, then they just idle), any ideas how to get them to do shit?
[QUOTE=Enaicavor;39812121]When this finally works in multiplayer, someone should make one that makes Mirana's Sacred Arrow deal 3000 pure damage, have double speed and global range. Mirana wars, yo.[/QUOTE] Someone would just figure out the time it takes for an arrow to go from <far away point> to enemy spawn and then instantly kill anyone who spawns and tries to leave spawn.
[B]Globalwars[/B] - Every skill is global or has global cast range (except for shit like Impetus) [B]Hook Wars[/B] - Everyone plays a hero who can cast Pudge's meathook, Timbersaw's Timber Chain, Skewer, Venge's Swap, Hookshot etc. [B]Trapper Wars[/B] - Heroes have miniscule sight range (something like 300), use only Ward & Trap type abilities (which are overbuffed) [B]Ward Wars[/B] - Wards cost nothing (Or only very little gold) and they can be bought in unlimited numbers (no cooldown to buying them) but units have 0 sight range of their own including lane creeps, excluding neutrals (as they have no access to wards unless you'd mod them to use Greevil Plague Ward) (Towers could have like 500 sight or something) More ideas?
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