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[Bug?] Gold nullified by a ModifyGold filter still displays original gold text

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  • [Bug?] Gold nullified by a ModifyGold filter still displays original gold text

    I'm trying to implement my own reward system in my gamemode that awards gold for completing objectives. I want to disable the hero's bounty from adding to another player's gold pool and displaying as overhead text, so I'm using the new gold filter. Setting gold recieved from hero kills to 0 will prevent gold from being added to a player, but the overhead text particle effect is still displayed with the gold amount the player should have gotten for the kill in a normal scenario.

    Example picture: Gold is set to 0 in the filter, no actual gold is gained, but the hero bounty and the rubberband (?) gold is still shown as an overhead text particle effect.

    function CTestGameMode:ModifyGoldFilter( table )
    	print("[addon_game_mode.lua] ModifyGoldFilter")
    	--Disable gold gain from hero kills
    	if table["reason_const"] == DOTA_ModifyGold_HeroKill then
    		table["gold"] = 0
    		return true
    	--Otherwise use normal logic
    	return false
    I also tried using GameRules:SetUseBaseGoldBountyOnHeroes( false ) and manually setting hero bounties to 0. This worked, but rubberband (?) gold is still granted and displayed.

  • #2
    I independently came across the same issue here:

    Then I came across your post, so I guess I could say this is confirmed. Rubberband/assist gold is impossible to tease out of SetUseBaseGoldBountyOnHeroes, and using ModifyGoldFilter retains the numbers particle effect of the pre-modified values.