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Data Files

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  • Data Files

    There are a class of bugs that you guys have helped us find that are caused by incorrect data values, like Vanguard having the wrong percentage or power treads having the wrong attack speed. One way to speed up the discovery of these bugs is to reference the data files directly for discrepancies between Dota1 and Dota2. The files are located here:

    C:\Program Files (x86)\Steam\steamapps\common\dota 2 beta\dota\scripts\npc\

    Item data: items.txt
    Ability data: npc_abilities.txt
    Hero data: npc_heroes.txt
    Units data: npc_units.txt

    If you find any differences between the source data and what they are in Dota1, please post in this thread to let us know.



    Edit (DLRevan): Currently, the data files, as well as all other scripts, are now found inside the VPK files in the Dota 2 directory. You may use a tool such as GCFScape to open these files and view the scripts.
    It is recommended not to attempt editing anything in the VPK files. If you do, you do so at your own risk

    For convenience of this thread, attached are the latest version of the above listed data files. (Update 4th Jan)

    Edit2 (Bu3ny): The current npc files can be found here.
    Attached Files
    Last edited by bu3ny; 02-14-2015, 11:11 AM.

  • #2
    just curious, why didnt you parse those information out of your playdota.com database in the first place?

    not sure, i got it right, but shouldnt
    "item_blink" have "DOTA_ABILITY_BEHAVIOR_ITEM = 256 : This ability is tied up to an item." in items.txt?

    edit: seems that DOTA_ABILITY_BEHAVIOR_ITEM isnt used at all. what kind of ability is it meant for?

    the format is also really weird.

    from a software engineering standpoint the implicated difference between active and passive AbilitySpecials by hardcoded names, is also a bit wierd.

    example: dagon has bonus_intellect, bonus_all_stats and bonus_damage as passives, damage however is active. armlet is even worse ("unholy_bonus_strength").
    Code:
    		"AbilitySpecial"
    		{
    			"01"
    			{
    				"var_type"				"FIELD_INTEGER"
    				"bonus_intellect"		"13 15 17 19 21"
    			}
    			"02"
    			{
    				"var_type"				"FIELD_INTEGER"
    				"bonus_all_stats"		"3"
    			}
    			"03"
    			{
    				"var_type"				"FIELD_INTEGER"
    				"bonus_damage"			"9"
    			}
    			"04"
    			{
    				"var_type"				"FIELD_INTEGER"
    				"damage"				"400 500 600 700 800"
    			}
    		}
    the abilities file seems incomplete.

    Lion's impale has no indication, that it stuns the affected targets. the only indication is the "duration" field, but voodoo has only "duration" too, so it cant be implicated in this case. take note, that impale has a different damage indication than dagon (AbilityDamage).



    Code:
    //=================================================================================================================
    	// Lion: Impale
    	//=================================================================================================================
    	"lion_impale"
    	{
    		// General
    		//-------------------------------------------------------------------------------------------------------------
    		"ID"					"5044"														// unique ID number for this ability.  Do not change this once established or it will invalidate collected stats.
    		"AbilityName"					"lion_impale"
    		"AbilityBehavior"				"DOTA_ABILITY_BEHAVIOR_POINT | DOTA_ABILITY_BEHAVIOR_UNIT_TARGET"
    		"AbilityUnitTargetTeam"			"DOTA_UNIT_TARGET_TEAM_ENEMY"
    		"AbilityUnitTargetType"			"DOTA_UNIT_TARGET_HERO | DOTA_UNIT_TARGET_BASIC"
    		"AbilityUnitDamageType"			"DAMAGE_TYPE_MAGICAL"	
    
    		// Casting
    		//-------------------------------------------------------------------------------------------------------------
    		"AbilityCastRange"				"500"
    		"AbilityCastPoint"				"0.3 0.3 0.3 0.3"
    		
    		// Time		
    		//-------------------------------------------------------------------------------------------------------------
    		"AbilityCooldown"				"12.0 12.0 12.0 12.0"
    
    		// Cost
    		//-------------------------------------------------------------------------------------------------------------
    		"AbilityManaCost"				"100 120 145 170"
    		
    		// Damage.
    		//-------------------------------------------------------------------------------------------------------------
    		"AbilityDamage"					"60 130 200 260"
    		
    		// Special
    		//-------------------------------------------------------------------------------------------------------------
    		"AbilitySpecial"
    		{
    			"01"
    			{
    				"var_type"			"FIELD_INTEGER"
    				"width"				"125 125 125 125"
    			}
    			"02"
    			{	
    				"var_type"			"FIELD_FLOAT"
    				"duration"			"1.02 1.52 2.02 2.52"
    			}
    			"03"
    			{
    				"var_type"			"FIELD_INTEGER"
    				"length"			"825 825 825 825"
    			}
    			"04"
    			{
    				"var_type"			"FIELD_INTEGER"
    				"speed"				"1600 1600 1600 1600"
    			}
    		}
    	}
    also some abilities have additional behavior, that isnt declared in the top introduction (e.g. DOTA_ABILITY_BEHAVIOR_ROOT_DISABLES) and is not performed by any spells.


    Code:
    "HeroUnlockOrder"			"1"
    o.O?
    Last edited by blash365; 05-01-2012, 08:20 PM.
    Make sure to read the Forum Rules as well as the stickied Threads of the Forum Section you are posting in.

    Contributions i'd like to highlight:
    My Suggestion: Coaching System
    My Sticky: Intended Changes List
    My Challenge: Completely Fixed Hero Challenge: Skywrath Mage

    Comment


    • #3
      gj
      Originally posted by Radio
      I can't fathom how can one think that anything from WC3 looks better than its DOTA 2 counterpart, those graphics are 12 years old and the effects plain suck - if you look at the from today's perspective.

      Comment


      • #4
        @blash365,
        although I agree with you, I think IceFrog didn't meant that we should criticize their weird format decisions (we don't know what reasons are for them), but rather just look at the values.
        Or am I wrong?
        Does the client even use those files?

        Comment


        • #5
          not sure but i think that those are the values that is shown in the tooltip but i might be wrong

          Comment


          • #6
            Would someone do me a huge favor and upload these temporarily for me? I don't have Dota2 installed at my work computer but I have a program I made for another game of this genre that I should be able to adapt to sorting and parsing this. I like having handy references to every mechanic and ability in the game.

            Comment


            • #7
              Originally posted by m72thelaw View Post
              Would someone do me a huge favor and upload these temporarily for me?
              Here you go: npc.zip.

              Comment


              • #8
                Originally posted by Typhox View Post
                @blash365,
                although I agree with you, I think IceFrog didn't meant that we should criticize their weird format decisions (we don't know what reasons are for them), but rather just look at the values.
                Or am I wrong?
                Does the client even use those files?
                i know, that criticizing software development is always annoying, when it comes from an outsider.

                but if half of the decoded information is implicated, its hard to find mistakes in it.
                either i have to assume that all the missing information is hardcoded (stuns, hex, etc) or i have to make sure and report them here (which i just did).


                Originally posted by stdmtc View Post
                not sure but i think that those are the values that is shown in the tooltip but i might be wrong
                i doubt that castpoint will be part of the tooltipp (unless tooltipp information can be defined by each client).
                Last edited by blash365; 10-30-2012, 09:58 PM.
                Make sure to read the Forum Rules as well as the stickied Threads of the Forum Section you are posting in.

                Contributions i'd like to highlight:
                My Suggestion: Coaching System
                My Sticky: Intended Changes List
                My Challenge: Completely Fixed Hero Challenge: Skywrath Mage

                Comment


                • #9
                  Originally posted by Evol View Post
                  Here you go: [ATTACH]5792[/ATTACH].
                  Thanks, going to give me something useful to do at work today.

                  Comment


                  • #10
                    Originally posted by blash365 View Post
                    i doubt that castpoint will be part of the tooltipp (unless tooltipp information can be defined by each client).
                    well i hadnt checked them out since i where in school but y a little bit strange i guess.

                    My second guess would be to make patches smaller by not having to change those files each time but it feels like a longshot

                    Comment


                    • #11
                      The Mekansm +4 HP Aura is 750 units instead of 500 like it says on Playdota

                      Shiva's Guard blast radius is 744 instead of 719.

                      Blood Stone Looses 30% of its charges instead of 33%

                      Manta's invulnerable Duration is 0.23 instead of .1 seconds (This may be lag compensation though)

                      Tranquil Boots broken movement speed is 50 instead of 55.

                      That should be everything in items.txt


                      Puck's AttackRange is 600 instead of 550

                      Lots and lots of turn rates

                      For turn rates, I am mostly going off this list. Pardon me if I am wrong! If the data is right though, tons of units have the wrong values

                      http://www.playdota.com/forums/showt...rn+rate&page=2
                      Lifestealer has a .5 turn rate instead of his 2.1!

                      Alchemist has a .7 turn rate instead of .6 (Though considering his win ratio, maybe he should keep it)

                      Clockwerk has a .5 turn rate instead of .6

                      Undying has a .5 turn rate instead of .6 (Not out yet, but still)

                      Bounty Hunter has a .5 turn rate instead of .6

                      Morphing has a .4 turn rate instead of .6

                      Gyrocopter has a .5 instead of .6

                      Dark Seer has a .5 instead of .6

                      Ogre Magi has .5 instead of .6

                      Dazzle has .5 instead of .6

                      Ancient Apparition has .5 instead of .6

                      Brew Master has .5 instead of .6

                      Chen has .5 instead of .6

                      Silencer has .5 instead of .6

                      Lone Druid is .5 instead of .4

                      Spectre is .5 instead of .4

                      Spiritbreaker is .5 instead of .4


                      Alchemist has defalut vision instead of 1400 night vision.
                      Last edited by Drkirby; 05-03-2012, 05:36 AM.

                      Comment


                      • #12
                        I was under the impression that the turn rate changes were intended.

                        Comment


                        • #13
                          Originally posted by Drkirby View Post
                          Puck's AttackRange is 600 instead of 550
                          I knew it, that his attack range is kinda higher in Dota2. At least it always felt so, seems like it is so.
                          Please, just call me buny.

                          Comment


                          • #14
                            "item_manta"
                            "var_type" "FIELD_INTEGER"
                            "images_take_damage_percent_melee" "250"


                            "var_type" "FIELD_INTEGER"
                            "images_take_damage_percent_ranged" "300"
                            Found this in the items text document under Manta. According to PlayDota, the melee illusions should take 350% damage and ranged illusions 400%.

                            Comment


                            • #15
                              I saw that too, but I think it is additional damage. so 250+100=350.

                              Comment

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