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  • aveyo
    replied
    Or a far less lengthy alternative - download your file from here: https://github.com/SteamDatabase/Gam...ster/game/dota

    Leave a comment:


  • bu3ny
    replied
    Right-click your dota in your game library on steam -> select "properties" at the very bottom -> in the new window, select the "local files" tab (the 3rd tab) -> click on "verify intergrity of game cache..." (last button).

    This makes Steam check all the game files and fix corrupted files and download missing files.

    Leave a comment:


  • inemo
    replied
    lmfaooo guys i need help. do you have a (npc_abilities.txt)? i was experimenting the script of ''npc_abilities'' I kinda changed the script of pudge's abilities and techies as well. I added some damage of the skill of 999999 'dmg' it was fun but I want the normal script back.

    Leave a comment:


  • JayneHJKL
    replied
    Ogre magi, Meepo, Invoker, and Magnus have incorrect portrait settings.

    npc_heroes.txt
    Code:
    "npc_dota_hero_ogre_magi"
    	{
    		"Model"		"models/heroes/ogre_magi/ogre_magi.vmdl"
    		[B]"Portrait"		"vgui/hud/heroportraits/portrait_chaos_knight"[/B]
    		"IdleExpression"		"scenes/ogre_magi/ogre_magi_exp_idle_01.vcd"
    		"SoundSet"		"Hero_OgreMagi"
    		"Enabled"		"1"
    		...
    	}
    Code:
    "npc_dota_hero_meepo"
    	{
    		"Model"		"models/heroes/meepo/meepo.vmdl"
    		[B]"Portrait"		"vgui/hud/heroportraits/portrait_chaos_knight"[/B]
    		"IdleExpression"		"scenes/meepo/meepo_exp_idle_01.vcd"
    		"SoundSet"		"Hero_Meepo" 
    		"Enabled"		"1"
    		...
    	}
    Code:
    "npc_dota_hero_invoker"
    	{
    		"Model"		"models/heroes/invoker/invoker.vmdl"
    		[B]"Portrait"		"vgui/hud/heroportraits/portrait_furion"[/B]
    		"IdleExpression"		"scenes/invoker/invoker_exp_idle_01.vcd"
    		"SoundSet"		"Hero_Invoker"
    		"IdleSoundLoop"		"Hero_Invoker.IdleLoop"
    		"Enabled"		"1"
    		...
    	}
    Code:
    "npc_dota_hero_magnataur"
    	{
    		"Model"		"models/heroes/magnataur/magnataur.vmdl"
    		"SoundSet"		"Hero_Magnataur"
    		"HeroID"		"97"
    		"Enabled"		"1"
    		"HeroUnlockOrder"		"0"
    		"Role"			"Initiator,Disabler,Nuker,Escape"
    		"Rolelevels"	"3,2,1,1"
    		"Team"		"Bad"
    		[B]"Portrait"		"vgui/hud/heroportraits/portrait_centaur"[/B]
    		"ModelScale"		"0.920000"
    		"LoadoutScale"		"0.900000"
    		"NameAliases"		"magnataur, magnus"
    		"url"		"Magnus"
    		...
    	}

    Leave a comment:


  • Noo
    replied
    Originally posted by abdusammee View Post
    please it wont work here can any one give the last npc or the newest one
    I don't think anything got edited after 6.83

    http://dev.dota2.com/showthread.php?t=139649

    Leave a comment:


  • abdusammee
    replied
    please it wont work here can any one give the last npc or the newest one

    Leave a comment:


  • shadow14123
    replied
    can some one give me newest npc files here?

    Leave a comment:


  • Noo
    replied
    Why is this still a sticky?

    Leave a comment:


  • Noo
    replied
    It's DOTA 2, not DotA 2.

    Leave a comment:


  • HomShaBom
    replied
    Originally posted by blash365 View Post
    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"
    			}
    		}
    	}
    Spells in DotA are coded in C++ (for efficiency). These text files just supply the values that are to be used by the code. Impale is coded to stun so there is no need to indicate that the unit is stunned. That's just what that spell does. If this was a data driven spell then it would have events that apply stun modifiers to the units hit by the spell.

    Leave a comment:


  • Noo
    replied
    Originally posted by ViperEvil View Post
    can some one give me newest npc files here?
    http://dev.dota2.com/showthread.php?t=139649

    npc6.81b.zip

    Leave a comment:


  • ViperEvil
    replied
    can some one give me newest npc files here?

    Leave a comment:


  • Jazcash
    replied
    So I'm working on a DotA2 App and I'm building my own VDF to dev-friendly JSON files converter for my own data library and I was wondering if there's any easy way to get these files (npc_heroes.txt etc) automatically without requiring a full installation of DotA2 (I want to run it on a basic web server and have the app auto-update the data files whenever there's a game patch).

    Leave a comment:


  • Arxos
    replied
    Projectile Speed isn't utilized by melee heroes, regardless of what you set the Projectile Speed to the melee attribute overrides it.
    However, there are certain things which will take the Projectile Speed regardless, namely Glaives and Dragon Form as you figured.

    Now, in this case, by default the Projectile Speed is set to 900, so any melee heroes that do not have a specific Projectile Speed line in their file will function just fine, as it'll just grab the default one.
    The problem occurs due to some of the older heroes in particular that actually DO have their Projectile Speed set, namely to 0.
    There's various reasons why they might've done this, a possible reason being that Projectile Speed was initially utilized by Melee heroes as well and therefore set to 0 to mimic 'instant' but they've since just made the Melee attribute override it, another one is that early developers initially didn't know how the game would handle melee heroes with a Projectile Speed and just put it to 0 as a precaution.

    Regardless, essentially all Valve really has to do is go over the npc_heroes.txt file and remove any instances of "ProjectileSpeed" "0" and it would fix the problem entirely.

    Leave a comment:


  • Esteban
    replied
    While this is not a difference between dota 1 and dota 2, The presence of projectilespeed = 0 for melee heroes breaks moon glaives and dragon form in ability draft. It causes the glaive, or dragon attack to get stuck in place (permanently, until end of game) and not hit anything.
    "ProjectileModel" "" // Particle system model for projectile.
    "ProjectileSpeed" "0" // Speed of projectile.

    Melee heroes that do not have these lines in their data section are able to use moon glaives and dragon form. It is difficult to test this. However, people have confirmed lycan and tidehunter to be able to use moon glaives in another thread. I have checked their data files and they do not have the projectile lines present. The base hero data stats are for a ranged hero with 600 range and 900 projectile speed and I guess this is what tide/lycan use when they have moon glaives and/or dragon form.

    AD bug post
    http://dev.dota2.com/showthread.php?...=1#post1033442
    // Dota Heroes File
    "DOTAHeroes"
    {
    "Version" "1"

    //================================================== ================================================== =============
    // HERO: Base
    // Note: This is loaded and overriden/added to by values in the specific heroes chunks.
    //================================================== ================================================== =============
    "npc_dota_hero_base"
    {
    // General
    //-------------------------------------------------------------------------------------------------------------
    "BaseClass" "npc_dota_hero" // Class of entity of link to.
    "Model" "models/error.mdl" // Model.
    "SoundSet" "0" // Name of sound set.
    "Enabled" "0"
    "Level" "1"
    "BotImplemented" "0"
    "NewHero" "0"
    "HeroUnlockOrder" "1" // The higher the number the later these heros will unlock for new players.
    "CMEnabled" "0"
    "new_player_enable" "0"

    // Abilities
    //-------------------------------------------------------------------------------------------------------------
    "AbilityLayout" "4"
    "Ability1" "" // Ability 1.
    "Ability2" "" // Ability 2.
    "Ability3" "" // Ability 3.
    "Ability4" "" // Ability 4.
    "Ability5" "attribute_bonus" // Ability 5 - Bonuses.
    "Ability6" "" // Ability 6 - Extra.
    "Ability7" "" // Ability 7 - Extra.
    "Ability8" "" // Ability 8 - Extra.

    // Armor
    //-------------------------------------------------------------------------------------------------------------
    "ArmorPhysical" "-1" // Physical protection.
    "ArmorMagical" "25" // Magical protection (percentage).

    // Attack
    //-------------------------------------------------------------------------------------------------------------
    "AttackCapabilities" "DOTA_UNIT_CAP_RANGED_ATTACK"
    "AttackDamageMin" "1" // Damage range min.
    "AttackDamageMax" "1" // Damage range max.
    "AttackDamageType" "DAMAGE_TYPE_ArmorPhysical" // Type of damage dealt.
    "AttackRate" "1.7" // Speed of attack.
    "AttackAnimationPoint" "0.75" // Normalized time in animation cycle to attack.
    "AttackAcquisitionRange" "800" // Range within a target can be acquired.
    "AttackRange" "600" // Range within a target can be attacked.
    "ProjectileModel" "ranged_hero" // Particle system model for projectile.
    "ProjectileSpeed" "900" // Speed of projectile.


    // Attributes
    I don't know if the solution is to remove the projectile speed lines from melee heroes, as that may break other things, but these inconsistencies make for very sad games in ability draft. Tidehunter/lycan don't seem to have any problems without the projectile setting. I checked dragon knight's data, and he has projectile speed set to 900, even though he is a melee hero.
    Last edited by Esteban; 04-05-2014, 07:46 PM.

    Leave a comment:

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