• Dota 2 Script File Editing v. Global Ravages
    142 replies, posted
Denying Wars: Every hero has Nevermore's Soul Trapping ability, buffed to 10 damage per soul. Star Wars: Every hero has Starstorm, Freezing Field, Diabolic Edict and Eclipse.
[QUOTE=Bordellimies;39821379] [B]Ward Wars[/B] - Wards cost nothing 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?[/QUOTE] yes good
If we are keeping to simple variations of the existing gamemode: [B]Frontline/Tug of War:[/B] Only middle lane is open, creep count upped by 300-500%. [B]Bloodbath:[/B] Only hero kills give experience and gold. [B]Regression:[/B] Killing a hero will steal a level from said hero.
Perfect Micro skills: Every hero is int, has 0 base damage and 0 int gain. Their only abilities allow them to dominate neutrals.
[QUOTE=thisguy123;39822183]Perfect Micro skills: Every hero is int, has 0 base damage and 0 int gain. Their only abilities allow them to dominate neutrals.[/QUOTE] So, pokémon battles?
[QUOTE=Bordellimies;39821379][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 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?[/QUOTE] Why not make wards cost 10 gold for 2, considering having infinite free wards would be the same as global vision that needs to be refreshed every 6th min.
[QUOTE=Rarara;39822487]Why not make wards cost 10 gold for 2, considering having infinite free wards would be the same as global vision that needs to be refreshed every 6th min.[/QUOTE] Because it would take time, and if the enemy knows when do the enemy team wards run out, they'll know when they might separate to ward the map again. Also, you can destroy them if you have true sight.
[QUOTE=Dvdgg;39822544]Because it would take time, and if the enemy knows when do the enemy team wards run out, they'll know when they might separate to ward the map again. Also, you can destroy them if you have true sight.[/QUOTE] Or the mid hero could just put down his infinite wards whenever he passes through any area ever.
This might be a stupid question, but what's "AbilityCastPoint"? i.e. on Timber Chain: [code] "AbilityCastPoint" "0.3 0.3 0.3 0.3" "AbilityCastRange" "800 1000 1200 1400"[/code]
[QUOTE=AbeX300;39825565]This might be a stupid question, but what's "AbilityCastPoint"? i.e. on Timber Chain: [code] "AbilityCastPoint" "0.3 0.3 0.3 0.3" "AbilityCastRange" "800 1000 1200 1400"[/code][/QUOTE] Don't change it it's related to where you are when you cast the spell or some shit changing it makes it buggy
[QUOTE=Suttles;39825652]Don't change it it's related to where you are when you cast the spell or some shit changing it makes it buggy[/QUOTE] CHANGE IT CHANGE IT CHANGE IT CHANGE IT
[QUOTE=Suttles;39825652]Don't change it it's related to where you are when you cast the spell or some shit changing it makes it buggy[/QUOTE] It's not where you are, it's the delay between casting the spell and the spell actually happening.
[QUOTE=maxumym;39829169]It's not where you are, it's the delay between casting the spell and the spell actually happening.[/QUOTE] ah so 999999 explains a lot
Timberchain with no delay would be so good.
So, I'm guessing there is no way to make two instances of an ability right now. Like if I wanted to give one hero a modified version of a spell, while making the original hero still able to use theirs.
[IMG]http://i.imgur.com/BRyJ7fn.jpg[/IMG] When you try to select all of them, the game crashes. Also the fog of war created by trees is now nonexistent.
now that's a zerg rush
[QUOTE=Rockeiro123;39833606]now that's a zerg rush[/QUOTE] Except treants are slow fat bastards. Reminds me more of Zealots, but they deal little damage as well.
I'm going through the items.txt list, and Force Staff has the tag "hard_to_tag." :v:
[QUOTE=Rockeiro123;39833606]now that's a zerg rush[/QUOTE] You could actually mod the Enigma's Eidolons to spawn 2 creeps, fast movement and attack speed, low damage, melee range. Also change Visage's ulti to spawn 1 Mutalisk with Luna's glaives and so on. Now we need to create a mod where Radiant defends again Dire, who play as the Zerg.
[QUOTE=Bordellimies;39834009]You could actually mod the Enigma's Eidolons to spawn 2 creeps, fast movement and attack speed, low damage, melee range. Also change Visage's ulti to spawn 1 Mutalisk with Luna's glaives and so on. Now we need to create a mod where Radiant defends again Dire, who play as the Zerg.[/QUOTE] Techies make mini-techies with the suicide ability when creating mines.
[QUOTE=iamgoofball;39833501][IMG]http://i.imgur.com/BRyJ7fn.jpg[/IMG] When you try to select all of them, the game crashes. Also the fog of war created by trees is now nonexistent.[/QUOTE] You do [B]not[/B] want to use that against Undying.
I had a centaur Warruner with Axe's Helix dealing 400 damage per attack received in a 3000 radius (at level 4), with Warlock's golem Permanent immolation for extra last hits, Bounty Hunter's shuriken with a recharge rate of 0.5 seconds, and tidehunter's tentacle rape with a radius of 99999. Although I'm not sure if that was right, because I wasn't getting all the money I should have from creeps killed with it. Next time I'll improve the tentacle spread speed too. And a chen with 0 mana cost for controlling creeps and no recharge at level 4, the healing ward with a 7000 radius, lasting a minute and healing 20 health per second, no cooldown, only 10 mana per ward. Saddly, you can't use jungle creeps to block lane creeps. But I managed to spawncamp the enemy spawn with them and a neverending supply of healing wards to keep my creeps alive.
[QUOTE=iamgoofball;39833501][IMG]http://i.imgur.com/BRyJ7fn.jpg[/IMG] When you try to select all of them, the game crashes. Also the fog of war created by trees is now nonexistent.[/QUOTE] [t]http://puu.sh/2dNUs[/t] 50 of 'em. [b]Edit:[/b] [t]http://puu.sh/2dO0k[/t] [t]http://puu.sh/2dO8a[/t] Yep.
Just made a sniper with Nethertoxin, Luna's Glaives, his own Take Aim and Drow's ult. Time to see what this bad boy can do.
I tried making a shapesifting morphling, with Dragon Knights', Lycan's and Lone Druid's ults, his own, and a buffed WD's flask to fill up. I throw the flask, after hitting someone it disppears. I hear a lot of those pings you get when you last hit a creep and, after a minute or so, it comes back to hit where the creep I just killed was staying. Then I tried LD's ulti and the game crashed.
[QUOTE=AbeX300;39835823]50 of 'em. [t]http://puu.sh/2dO8a[/t] Yep.[/QUOTE] No reality rift 1/10 would not be stomped by again.
Presenting Rich Bitch Furion [t]http://i.imgur.com/Ymc4Snd.jpg[/t] [t]http://i.imgur.com/9ZT2k9t.jpg[/t]
[QUOTE=Vengar;39843164]Presenting Rich Bitch Furion [t]http://i.imgur.com/Ymc4Snd.jpg[/t] [t]http://i.imgur.com/9ZT2k9t.jpg[/t][/QUOTE] So how does one add extra abilites beyond the norm? I'm trying to do something to our buddy alchemist but the game keeps crashing.
[QUOTE=thisguy123;39843493]So how does one add extra abilites beyond the norm? I'm trying to do something to our buddy alchemist but the game keeps crashing.[/QUOTE] Original [t]http://i.imgur.com/JHaE4Ug.jpg[/t] Modded [t]http://i.imgur.com/HaJnpPf.jpg[/t] Hope it helps.
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