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Thread: Script - Key Game Files v1.0.6

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  1. #1
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    Jul 2009
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    Script - Key Game Files v1.0.6

    This thread contains the code for Key Game Files.

    Notes:

    • Combat Type (hero, melee, ranged, etc.) is the unit's attack type (how much damage it will deal to other units/receive from other units based on their Combat Type).

    base.gamemechanics

    Part 1:

    Code:
    <?xml version="1.0" encoding="UTF-8"?>
    <gamemechanics>
        <!-- Attack types -->
        <attacktype name="none" deniedexpmultiplier="1.0" />
        <attacktype name="melee" deniedexpmultiplier="0.67" />
        <attacktype name="ranged" deniedexpmultiplier="0.33" uphillmisschance="0.25" />
        
        <!-- Combat types -->
        <combattypes list="Hero,Melee,Ranged,Siege,Structure,Tower,Neutral">
            <combattable name="Hero">
                <attackmultiplier target="Hero" value="1.0"/>
                <attackmultiplier target="Melee" value="1.0"/>
                <attackmultiplier target="Ranged" value="1.0"/>
                <attackmultiplier target="Siege" value="0.5"/>
                <attackmultiplier target="Structure" value="0.5"/>
                <attackmultiplier target="Tower" value="0.5"/>
                <attackmultiplier target="Neutral" value="1.00"/>
                
                <spellmultiplier target="Hero" value="1.0"/>
                <spellmultiplier target="Melee" value="1.0"/>
                <spellmultiplier target="Ranged" value="1.0"/>
                <spellmultiplier target="Siege" value="1.0"/>
                <spellmultiplier target="Structure" value="1.0"/>
                <spellmultiplier target="Tower" value="1.0"/>
                <spellmultiplier target="Neutral" value="1.0"/>
                
                <aggropriority target="Hero" value="0"/>
                <aggropriority target="Melee" value="0"/>
                <aggropriority target="Ranged" value="0"/>
                <aggropriority target="Siege" value="-1"/>
                <aggropriority target="Structure" value="-3"/>
                <aggropriority target="Tower" value="-2"/>
                <aggropriority target="Neutral" value="0"/>
                
                <attackpriority target="Hero" value="0"/>
                <attackpriority target="Melee" value="0"/>
                <attackpriority target="Ranged" value="0"/>
                <attackpriority target="Siege" value="-1"/>
                <attackpriority target="Structure" value="-3"/>
                <attackpriority target="Tower" value="-2"/>
                <attackpriority target="Neutral" value="0"/>
                
                <proximitypriority target="Hero" value="0"/>
                <proximitypriority target="Melee" value="0"/>
                <proximitypriority target="Ranged" value="0"/>
                <proximitypriority target="Siege" value="-1"/>
                <proximitypriority target="Structure" value="-3"/>
                <proximitypriority target="Tower" value="-2"/>
                <proximitypriority target="Neutral" value="1"/>
                
                <targetpriority target="Hero" value="1"/>
                <targetpriority target="Melee" value="1"/>
                <targetpriority target="Ranged" value="1"/>
                <targetpriority target="Siege" value="-1"/>
                <targetpriority target="Structure" value="-3"/>
                <targetpriority target="Tower" value="-2"/>
                <targetpriority target="Neutral" value="1"/>
            </combattable>
    
            <combattable name="Melee">
                <attackmultiplier target="Hero" value="0.75"/>
                <attackmultiplier target="Melee" value="1.0"/>
                <attackmultiplier target="Ranged" value="1.0"/>
                <attackmultiplier target="Siege" value="0.7"/>
                <attackmultiplier target="Structure" value="0.7"/>
                <attackmultiplier target="Tower" value="0.7"/>
                <attackmultiplier target="Neutral" value="1.25"/>
                
                <spellmultiplier target="Hero" value="1.0"/>
                <spellmultiplier target="Melee" value="1.0"/>
                <spellmultiplier target="Ranged" value="1.0"/>
                <spellmultiplier target="Siege" value="1.0"/>
                <spellmultiplier target="Structure" value="1.0"/>
                <spellmultiplier target="Tower" value="1.0"/>
                <spellmultiplier target="Neutral" value="1.0"/>
                
                <aggropriority target="Hero" value="-1"/>
                <aggropriority target="Melee" value="0"/>
                <aggropriority target="Ranged" value="0"/>
                <aggropriority target="Siege" value="-1"/>
                <aggropriority target="Structure" value="-3"/>
                <aggropriority target="Tower" value="-2"/>
                <aggropriority target="Neutral" value="0"/>
                
                <attackpriority target="Hero" value="0"/>
                <attackpriority target="Melee" value="0"/>
                <attackpriority target="Ranged" value="0"/>
                <attackpriority target="Siege" value="-1"/>
                <attackpriority target="Structure" value="-3"/>
                <attackpriority target="Tower" value="-2"/>
                <attackpriority target="Neutral" value="0"/>
                
                <proximitypriority target="Hero" value="-1"/>
                <proximitypriority target="Melee" value="0"/>
                <proximitypriority target="Ranged" value="0"/>
                <proximitypriority target="Siege" value="-1"/>
                <proximitypriority target="Structure" value="-3"/>
                <proximitypriority target="Tower" value="-2"/>
                <proximitypriority target="Neutral" value="0"/>
                
                <targetpriority target="Hero" value="1"/>
                <targetpriority target="Melee" value="1"/>
                <targetpriority target="Ranged" value="1"/>
                <targetpriority target="Siege" value="-1"/>
                <targetpriority target="Structure" value="-3"/>
                <targetpriority target="Tower" value="-2"/>
                <targetpriority target="Neutral" value="1"/>
            </combattable>
    
            <combattable name="Ranged">
                <attackmultiplier target="Hero" value="0.5"/>
                <attackmultiplier target="Melee" value="1.5"/>
                <attackmultiplier target="Ranged" value="1.5"/>
                <attackmultiplier target="Siege" value="0.35"/>
                <attackmultiplier target="Structure" value="0.35"/>
                <attackmultiplier target="Tower" value="0.35"/>
                <attackmultiplier target="Neutral" value="0.75"/>
                
                <spellmultiplier target="Hero" value="1.0"/>
                <spellmultiplier target="Melee" value="1.0"/>
                <spellmultiplier target="Ranged" value="1.0"/>
                <spellmultiplier target="Siege" value="1.0"/>
                <spellmultiplier target="Structure" value="1.0"/>
                <spellmultiplier target="Tower" value="1.0"/>
                <spellmultiplier target="Neutral" value="1.0"/>
                
                <aggropriority target="Hero" value="-1"/>
                <aggropriority target="Melee" value="0"/>
                <aggropriority target="Ranged" value="0"/>
                <aggropriority target="Siege" value="-1"/>
                <aggropriority target="Structure" value="-3"/>
                <aggropriority target="Tower" value="-2"/>
                <aggropriority target="Neutral" value="0"/>
                
                <attackpriority target="Hero" value="0"/>
                <attackpriority target="Melee" value="0"/>
                <attackpriority target="Ranged" value="0"/>
                <attackpriority target="Siege" value="-1"/>
                <attackpriority target="Structure" value="-3"/>
                <attackpriority target="Tower" value="-2"/>
                <attackpriority target="Neutral" value="0"/>
                
                <proximitypriority target="Hero" value="-1"/>
                <proximitypriority target="Melee" value="0"/>
                <proximitypriority target="Ranged" value="0"/>
                <proximitypriority target="Siege" value="-1"/>
                <proximitypriority target="Structure" value="-3"/>
                <proximitypriority target="Tower" value="-2"/>
                <proximitypriority target="Neutral" value="0"/>
                
                <targetpriority target="Hero" value="1"/>
                <targetpriority target="Melee" value="1"/>
                <targetpriority target="Ranged" value="1"/>
                <targetpriority target="Siege" value="-1"/>
                <targetpriority target="Structure" value="-3"/>
                <targetpriority target="Tower" value="-2"/>
                <targetpriority target="Neutral" value="1"/>
            </combattable>
    
            <combattable name="Siege">
                <attackmultiplier target="Hero" value="0.5"/>
                <attackmultiplier target="Melee" value="1.25"/>
                <attackmultiplier target="Ranged" value="1.25"/>
                <attackmultiplier target="Siege" value="1.5"/>
                <attackmultiplier target="Structure" value="1.5"/>
                <attackmultiplier target="Tower" value="1.5"/>
                <attackmultiplier target="Neutral" value="1.25"/>
                
                <spellmultiplier target="Hero" value="1.0"/>
                <spellmultiplier target="Melee" value="1.0"/>
                <spellmultiplier target="Ranged" value="1.0"/>
                <spellmultiplier target="Siege" value="1.0"/>
                <spellmultiplier target="Structure" value="1.0"/>
                <spellmultiplier target="Tower" value="1.0"/>
                <spellmultiplier target="Neutral" value="1.0"/>
                
                <aggropriority target="Hero" value="-1"/>
                <aggropriority target="Melee" value="-1"/>
                <aggropriority target="Ranged" value="-1"/>
                <aggropriority target="Siege" value="-1"/>
                <aggropriority target="Structure" value="-3"/>
                <aggropriority target="Tower" value="-2"/>
                <aggropriority target="Neutral" value="0"/>
                
                <attackpriority target="Hero" value="-1"/>
                <attackpriority target="Melee" value="0"/>
                <attackpriority target="Ranged" value="0"/>
                <attackpriority target="Siege" value="-1"/>
                <attackpriority target="Structure" value="-3"/>
                <attackpriority target="Tower" value="2"/>
                <attackpriority target="Neutral" value="0"/>
                
                <proximitypriority target="Hero" value="-1"/>
                <proximitypriority target="Melee" value="0"/>
                <proximitypriority target="Ranged" value="0"/>
                <proximitypriority target="Siege" value="-1"/>
                <proximitypriority target="Structure" value="-3"/>
                <proximitypriority target="Tower" value="2"/>
                <proximitypriority target="Neutral" value="0"/>
                
                <targetpriority target="Hero" value="-1"/>
                <targetpriority target="Melee" value="1"/>
                <targetpriority target="Ranged" value="1"/>
                <targetpriority target="Siege" value="-1"/>
                <targetpriority target="Structure" value="-3"/>
                <targetpriority target="Tower" value="2"/>
                <targetpriority target="Neutral" value="1"/>
            </combattable>
    
            <combattable name="Structure">
                <attackmultiplier target="Hero" value="1.0"/>
                <attackmultiplier target="Melee" value="1.0"/>
                <attackmultiplier target="Ranged" value="1.0"/>
                <attackmultiplier target="Siege" value="1.0"/>
                <attackmultiplier target="Structure" value="1.0"/>
                <attackmultiplier target="Tower" value="1.0"/>
                <attackmultiplier target="Neutral" value="1.0"/>
                
                <spellmultiplier target="Hero" value="1.0"/>
                <spellmultiplier target="Melee" value="1.0"/>
                <spellmultiplier target="Ranged" value="1.0"/>
                <spellmultiplier target="Siege" value="1.0"/>
                <spellmultiplier target="Structure" value="1.0"/>
                <spellmultiplier target="Tower" value="1.0"/>
                <spellmultiplier target="Neutral" value="1.0"/>
                
                <aggropriority target="Hero" value="0"/>
                <aggropriority target="Melee" value="0"/>
                <aggropriority target="Ranged" value="0"/>
                <aggropriority target="Siege" value="0"/>
                <aggropriority target="Structure" value="0"/>
                <aggropriority target="Tower" value="0"/>
                <aggropriority target="Neutral" value="0"/>
                
                <attackpriority target="Hero" value="0"/>
                <attackpriority target="Melee" value="0"/>
                <attackpriority target="Ranged" value="0"/>
                <attackpriority target="Siege" value="0"/>
                <attackpriority target="Structure" value="0"/>
                <attackpriority target="Tower" value="0"/>
                <attackpriority target="Neutral" value="0"/>
                
                <proximitypriority target="Hero" value="0"/>
                <proximitypriority target="Melee" value="0"/>
                <proximitypriority target="Ranged" value="0"/>
                <proximitypriority target="Siege" value="0"/>
                <proximitypriority target="Structure" value="0"/>
                <proximitypriority target="Tower" value="0"/>
                <proximitypriority target="Neutral" value="0"/>
                
                <targetpriority target="Hero" value="0"/>
                <targetpriority target="Melee" value="0"/>
                <targetpriority target="Ranged" value="0"/>
                <targetpriority target="Siege" value="0"/>
                <targetpriority target="Structure" value="0"/>
                <targetpriority target="Tower" value="0"/>
                <targetpriority target="Neutral" value="0"/>
            </combattable>
    
            <combattable name="Tower">
                <attackmultiplier target="Hero" value="0.75"/>
                <attackmultiplier target="Melee" value="1.0"/>
                <attackmultiplier target="Ranged" value="1.0"/>
                <attackmultiplier target="Siege" value="1.5"/>
                <attackmultiplier target="Structure" value="1.5"/>
                <attackmultiplier target="Tower" value="1.5"/>
                <attackmultiplier target="Neutral" value="1.25"/>
                
                <spellmultiplier target="Hero" value="1.0"/>
                <spellmultiplier target="Melee" value="1.0"/>
                <spellmultiplier target="Ranged" value="1.0"/>
                <spellmultiplier target="Siege" value="1.0"/>
                <spellmultiplier target="Structure" value="1.0"/>
                <spellmultiplier target="Tower" value="1.0"/>
                <spellmultiplier target="Neutral" value="1.0"/>
                
                <aggropriority target="Hero" value="0"/>
                <aggropriority target="Melee" value="0"/>
                <aggropriority target="Ranged" value="0"/>
                <aggropriority target="Siege" value="-1"/>
                <aggropriority target="Structure" value="-3"/>
                <aggropriority target="Tower" value="-2"/>
                <aggropriority target="Neutral" value="0"/>
                
                <attackpriority target="Hero" value="0"/>
                <attackpriority target="Melee" value="0"/>
                <attackpriority target="Ranged" value="0"/>
                <attackpriority target="Siege" value="0"/>
                <attackpriority target="Structure" value="-3"/>
                <attackpriority target="Tower" value="2"/>
                <attackpriority target="Neutral" value="0"/>
                
                <proximitypriority target="Hero" value="0"/>
                <proximitypriority target="Melee" value="0"/>
                <proximitypriority target="Ranged" value="0"/>
                <proximitypriority target="Siege" value="-1"/>
                <proximitypriority target="Structure" value="-3"/>
                <proximitypriority target="Tower" value="-2"/>
                <proximitypriority target="Neutral" value="0"/>
                
                <targetpriority target="Hero" value="1"/>
                <targetpriority target="Melee" value="1"/>
                <targetpriority target="Ranged" value="1"/>
                <targetpriority target="Siege" value="-1"/>
                <targetpriority target="Structure" value="-3"/>
                <targetpriority target="Tower" value="-2"/>
                <targetpriority target="Neutral" value="1"/>
            </combattable>
            
            <combattable name="Neutral">
                <attackmultiplier target="Hero" value="0.75"/>
                <attackmultiplier target="Melee" value="1.0"/>
                <attackmultiplier target="Ranged" value="1.0"/>
                <attackmultiplier target="Siege" value="0.7"/>
                <attackmultiplier target="Structure" value="0.7"/>
                <attackmultiplier target="Tower" value="0.7"/>
                <attackmultiplier target="Neutral" value="1.25"/>
                
                <spellmultiplier target="Hero" value="1.0"/>
                <spellmultiplier target="Melee" value="1.0"/>
                <spellmultiplier target="Ranged" value="1.0"/>
                <spellmultiplier target="Siege" value="1.0"/>
                <spellmultiplier target="Structure" value="1.0"/>
                <spellmultiplier target="Tower" value="1.0"/>
                <spellmultiplier target="Neutral" value="1.0"/>
                
                <aggropriority target="Hero" value="0"/>
                <aggropriority target="Melee" value="0"/>
                <aggropriority target="Ranged" value="0"/>
                <aggropriority target="Siege" value="0"/>
                <aggropriority target="Structure" value="-3"/>
                <aggropriority target="Tower" value="2"/>
                <aggropriority target="Neutral" value="0"/>
                
                <attackpriority target="Hero" value="0"/>
                <attackpriority target="Melee" value="0"/>
                <attackpriority target="Ranged" value="0"/>
                <attackpriority target="Siege" value="0"/>
                <attackpriority target="Structure" value="-3"/>
                <attackpriority target="Tower" value="2"/>
                <attackpriority target="Neutral" value="0"/>
                
                <proximitypriority target="Hero" value="-1"/>
                <proximitypriority target="Melee" value="0"/>
                <proximitypriority target="Ranged" value="0"/>
                <proximitypriority target="Siege" value="-1"/>
                <proximitypriority target="Structure" value="-3"/>
                <proximitypriority target="Tower" value="-2"/>
                <proximitypriority target="Neutral" value="0"/>
                
                <targetpriority target="Hero" value="1"/>
                <targetpriority target="Melee" value="1"/>
                <targetpriority target="Ranged" value="1"/>
                <targetpriority target="Siege" value="1"/>
                <targetpriority target="Structure" value="-3"/>
                <targetpriority target="Tower" value="-2"/>
                <targetpriority target="Neutral" value="1"/>
            </combattable>
            
        </combattypes>
        
        <!-- Target Schemes -->
        <targetscheme name="null" allow="all" restrict=""/>
        <targetscheme name="all" allow="all" restrict=""/>
        <targetscheme name="nothing" allow="" restrict="all"/>
        <targetscheme name="self" allow="self" restrict="dead,corpse"/>
        <targetscheme name="enemy_units" allow="unit" restrict="ally,building,dead,corpse,tree,chest,powerup,gadget,PseudoPet,Courier"/>
        <targetscheme name="enemy_heroes" allow="hero" restrict="ally,dead,corpse"/>
        <targetscheme name="ally_units" allow="unit" restrict="enemy,building,dead,corpse,tree,chest,gadget,PseudoPet"/>
        <targetscheme name="ally_heroes" allow="hero" restrict="enemy,building,dead,corpse,gadget,PseudoPet"/>
        <targetscheme name="all_units" allow="unit" restrict="building,dead,corpse,tree,chest,gadget,Courier"/>
        <targetscheme name="all_units_and_couriers" allow="unit" restrict="building,dead,corpse,tree,chest,gadget"/>
        <targetscheme name="all_visible_units" allow="unit" restrict="building,dead,corpse,tree,chest,gadget,Courier,!visible"/>
        <targetscheme name="ally_ranged_units" allow="unit" restrict="enemy,building,dead,corpse,!ranged,tree,chest,gadget,PseudoPet"/>
        <targetscheme name="ally_ranged_heroes" allow="hero" restrict="enemy,building,dead,corpse,!ranged,tree,chest,gadget,PseudoPet"/>
        <targetscheme name="ally_melee_units" allow="unit" restrict="enemy,building,dead,corpse,!melee,tree,chest"/>
        <targetscheme name="ally_buildings" allow="building" restrict="enemy,dead,corpse"/>
        <targetscheme name="enemy_units_and_Towers" allow="unit" restrict="ally,dead,corpse,tree,chest,powerup,gadget,PseudoPet,Courier" />
        <targetscheme name="enemy_objects" allow="unit" restrict="ally,dead,corpse,tree,chest"/>
        <targetscheme name="teleport_targets" allow="unit" restrict="!ally,hero,dead,corpse,tree,gadget,chest,Courier,PseudoPet"/>
        <targetscheme name="my_units" allow="unit" restrict="!mine,dead,corpse,chest,gadget,!ally,Courier"/>
        <targetscheme name="owner" allow="owner" restrict=""/>
        <targetscheme name="owned" allow="owned" restrict=""/>
        <targetscheme name="trees" allow="tree" restrict="corpse"/>
        <targetscheme name="enemy_melee_units" allow="unit" restrict="ally,building,dead,corpse,!melee,tree,chest"/>
        <targetscheme name="enemy_creeps" allow="unit" restrict="ally,building,dead,corpse,hero,tree,pet,gadget,chest"/>
        <targetscheme name="attack" allow="enemy,neutral,deniable,smackable" restrict="!alive,!unit,tree,self"/>
        <targetscheme name="attack_all" allow="unit" restrict="!alive,tree,self"/>
        <targetscheme name="bottle" allow="powerup" restrict="!alive,deleted"/>
        <targetscheme name="melee_units" allow="unit" restrict="building,dead,corpse,!melee,tree,chest"/>
        <targetscheme name="ranged_units" allow="unit" restrict="building,dead,corpse,!ranged,tree,chest"/>
        <targetscheme name="visible_enemy_units" allow="unit" restrict="ally,building,dead,corpse,tree,chest,powerup,!visible,gadget,PseudoPet,Courier"/>
        <targetscheme name="visible_enemy_heroes" allow="hero" restrict="ally,dead,corpse,!visible"/>
        <targetscheme name="visible_enemy_objects" allow="unit" restrict="ally,dead,corpse,tree,chest,!visible,gadget,powerup"/>
        <targetscheme name="injured_ally_units" allow="unit" restrict="enemy,building,dead,corpse,tree,chest,full"/>
        <targetscheme name="enemy_units_and_trees" allow="unit,tree" restrict="ally,building,dead,corpse,chest,powerup,gadget,PseudoPet,Courier"/>
        <targetscheme name="all_other_units" allow="unit" restrict="building,dead,corpse,tree,chest,self,gadgets,Courier"/>
        <targetscheme name="all_other_organic_units" allow="unit" restrict="building,dead,corpse,tree,chest,self,gadgets,Mechanical"/>
        <targetscheme name="enemy_buildings" allow="building" restrict="ally,dead,corpse"/>
        <targetscheme name="enemy_melee_heroes" allow="hero" restrict="ally,corpse,!melee"/>
        <targetscheme name="hook_targets" allow="unit" restrict="building,dead,corpse,tree,chest,self,Mechanical,Boss,gadget,PseudoPet,Courier"/>
        <targetscheme name="chuck_targets" allow="unit" restrict="building,dead,corpse,tree,chest,self,Mechanical,Boss,gadget,PseudoPet,Courier,!visible"/>
        <targetscheme name="enemy_units_and_corpses" allow="unit" restrict="ally,building,tree,chest,gadget,Courier"/>
        <targetscheme name="nonneutral_enemy_units" allow="unit" restrict="ally,building,dead,corpse,neutral,tree,chest,gadget"/>
        <targetscheme name="player_controlled_ally_units" allow="unit" restrict="enemy,building,dead,corpse,neutral,tree,chest,!player_controlled"/>
        <targetscheme name="all_nonhero_units" allow="unit" restrict="building,dead,corpse,gadget,tree,chest,hero"/>
        <targetscheme name="other_heroes" allow="hero" restrict="self,dead,corpse"/>
        <targetscheme name="my_other_units" allow="unit" restrict="!mine,dead,corpse,chest,self,gadget,Courier,hero"/>
        <targetscheme name="enemy_nonhero_units" allow="unit" restrict="ally,building,dead,corpse,tree,chest,hero"/>
        <targetscheme name="organic_enemy_units" allow="unit" restrict="ally,building,dead,corpse,tree,chest,Mechanical,gadget,PseudoPet,powerup,Courier"/>
        <targetscheme name="organic_ally_units" allow="unit" restrict="enemy,building,dead,corpse,tree,chest,Mechanical,gadget,powerup"/>
        <targetscheme name="all_organic_units" allow="unit" restrict="building,dead,corpse,tree,chest,Mechanical,gadget,powerup"/>
        <targetscheme name="all_heroes" allow="hero" restrict="dead,corpse"/>
        <targetscheme name="enemy_main_base_structure" allow="MainBaseStructure" restrict="ally"/>
        <targetscheme name="ally_well" allow="Well" restrict="!ally"/>
        <targetscheme name="all_other_nonboss_units" allow="unit" restrict="building,dead,corpse,tree,chest,self,Boss,powerup,gadget,PseudoPet"/>
        <targetscheme name="boss" allow="Boss" restrict=""/>
        <targetscheme name="other_bosses" allow="Boss" restrict="self,dead,corpse"/>
        <targetscheme name="enemy_nonboss_units" allow="unit" restrict="ally,building,dead,corpse,tree,chest,Boss,gadget,PseudoPet,Courier"/>
        <targetscheme name="nonneutral_organic_enemy_units" allow="unit" restrict="ally,building,dead,corpse,tree,chest,Mechanical,gadget,neutral,PseudoPet,powerup,Courier"/>
        <targetscheme name="boss1" allow="Boss1" restrict=""/>
        <targetscheme name="boss2" allow="Boss2" restrict=""/>
        <targetscheme name="WellMarker" allow="WellMarker" restrict=""/>
        <targetscheme name="enemy_nonboss_npc_units" allow="unit" restrict="ally,building,dead,corpse,tree,chest,hero,Boss,player_controlled" />
        <targetscheme name="enemy_units_and_structures" allow="unit" restrict="ally,gadget,dead,corpse,tree,chest,PseudoPet"/>
        <targetscheme name="all_other_heroes" allow="hero" restrict="dead,corpse,self"/>
        <targetscheme name="ally_objects" allow="unit" restrict="enemy,dead,corpse,tree,chest"/>
        <targetscheme name="visible_organic_enemy_units" allow="unit" restrict="ally,building,dead,corpse,tree,chest,!visible,Mechanical,gadget,powerup,PseudoPet,Courier"/>
        <targetscheme name="enemy_units_and_self" allow="unit" restrict="building,dead,corpse,tree,chest,friendly"/>
        <targetscheme name="all_other_units_and_buildings" allow="unit" restrict="dead,corpse,tree,chest,self,mine"/>
        <targetscheme name="summoned_enemy_units" allow="unit" restrict="ally,building,dead,corpse,tree,chest,!summoned"/>
        <targetscheme name="ally_creeps" allow="unit" restrict="hero,enemy,building,dead,corpse,tree,chest,Mechanical,gadget"/>
        <targetscheme name="enemy_ranged_heroes" allow="hero" restrict="ally,building,dead,corpse,!ranged,tree,chest"/>
        <targetscheme name="all_other_nongadget_units" allow="unit" restrict="building,dead,corpse,tree,chest,gadget,self"/>
        <targetscheme name="nonneutral_enemy_units_and_other_ally_heroes" allow="unit" restrict="ally,building,dead,corpse,neutral,tree,chest,gadget,PseudoPet" allow2="hero" restrict2="enemy,building,dead,corpse,tree,chest,self,gadget,PseudoPet"/>
        <targetscheme name="electriceyes" allow="unit" restrict="enemy,building,dead,corpse,!electriceye,!mine"/>
        <targetscheme name="other_ally_units" allow="unit" restrict="self,enemy,building,dead,corpse,tree,chest"/>
        <targetscheme name="nonstealth_organic_enemy_units" allow="unit" restrict="ally,building,dead,corpse,tree,chest,Mechanical,gadget,stealth,powerup,PseudoPet,Well,Courier"/>
        <targetscheme name="nonboss_visible_enemy_units" allow="unit" restrict="boss,ally,building,dead,corpse,tree,chest,!visible,PseudoPet,powerup,gadget"/>
        <targetscheme name="nongadget_ally_units" allow="unit" restrict="enemy,building,dead,corpse,tree,chest,gadget"/>
        <targetscheme name="nonboss_organic_enemy_units" allow="unit" restrict="boss,ally,building,dead,corpse,tree,chest,Mechanical,gadget,powerup,PseudoPet"/>
        <targetscheme name="neutral_aggro" allow="all" restrict="Courier,TundraBird" allow2="TundraBird" restrict2="moving"/>
        <targetscheme name="enemy_creeps_and_corpses" allow="unit" restrict="ally,building,dead,hero,tree,pet,gadget,chest"/>
        <targetscheme name="my_pseudo_pets" allow="unit" restrict="!mine,!PseudoPet,self,dead,corpse,chest,gadget"/>
        <targetscheme name="ally_main_base_structure_and_trees" allow="Well" restrict="!ally" allow2="tree" restrict2="corpse" />
        <targetscheme name="nonillusion_enemy_heroes" allow="hero" restrict="ally,dead,corpse,illusion"/>
        <targetscheme name="my_illusions" allow="hero" restrict="dead,corpse,!illusion,!mine"/>
        <targetscheme name="other_ally_heroes" allow="hero" restrict="dead,corpse,self,enemy"/>
        <targetscheme name="engineer_units" allow="Mechanical,Tower" restrict="dead,corpse"/>
        <targetscheme name="turret_targets" allow="unit,building" restrict="ally,dead,corpse,tree,chest,Boss,powerup"/>'
        <targetscheme name="ally_units_and_structures" allow="unit" restrict="enemy,dead,corpse,tree,chest,gadget,PseudoPet"/>
        <targetscheme name="pseudo_pets" allow="PseudoPet" restrict="self,dead,corpse,chest"/>
        <targetscheme name="everything_but_towers" allow="all" restrict="ally,Tower,corpse,dead,tree"/>
        <targetscheme name="Zephyr_Cyclones" allow="Zephyr_Cyclone" restrict="dead,corpse,!mine"/>
        <targetscheme name="enemy_mana_units" allow="unit" restrict="ally,building,dead,corpse,tree,chest,powerup,gadget,PseudoPet,!manapool"/>
        <targetscheme name="ally_mana_units" allow="unit" restrict="enemy,building,dead,corpse,tree,chest,powerup,gadget,PseudoPet,!manapool"/>
        <targetscheme name="nonboss_organic_enemy_units_and_self" allow="unit" restrict="boss,friendly,building,dead,corpse,tree,chest,Mechanical,gadget,powerup,PseudoPet"/>
        <targetscheme name="all_corpses" allow="unit" restrict="!corpse"/>
        <targetscheme name="enemy_units_and_deniable" allow="unit" restrict="ally,building,dead,corpse,tree,chest,powerup,gadget,PseudoPet" allow2="unit" restrict2="!deniable"/>
        <targetscheme name="ally_nonhero_units" allow="unit" restrict="enemy,building,dead,corpse,tree,chest,hero,courier,PseudoPet,gadget,persistent" />
        <targetscheme name="player_controlled_enemy_units" allow="unit" restrict="ally,building,dead,corpse,neutral,tree,chest,!player_controlled"/>
        <targetscheme name="all_nonhero_corpses" allow="unit" restrict="!corpse,hero,persistent,Mechanical,chest,gadget" allow2="unit" restrict2="!pseudo_corpse" />
        <targetscheme name="enemy_units_notmine" allow="unit" restrict="ally,building,dead,corpse,tree,chest,powerup,gadget,PseudoPet,BephelgorMinion"/>
        <targetscheme name="touchpowerup" allow="hero" restrict="dead,corpse,stunned"/>
        <targetscheme name="all_units_except_couriers" allow="unit" restrict="courier"/>
        <targetscheme name="Gauntlet_Gadget" allow="unit" restrict="!Gauntlet_Gadget"/>
        <targetscheme name="all_buildings" allow="building" restrict="dead,corpse"/>
    Last edited by ElementUser; 07-06-2010 at 02:45 PM.

  2. #2
    Offline
    S2 Staff Member S2 Games Staff
    Join Date
    Jul 2009
    Posts
    33,874
    Part 2:

    Code:
    <!-- Activate Schemes -->
        <targetscheme name="heroes_only" allow="hero" restrict="" />
        <targetscheme name="movement" allow="all" restrict="immobilized,restrained" />
        <targetscheme name="canattack" allow="all" restrict="disarmed" />
    
        <!-- Tokens / Cheese / Doombringer restrictions -->
        <targetscheme name="token" allow="hero" />
        <targetscheme name="cheese" allow="hero" />
        <targetscheme name="doombringer" allow="hero" />
    
        <!-- Stealth -->
        <stealthtype name="hero"/>
        <stealthtype name="item"/>
        <stealthtype name="ward"/>
        <stealthtype name="Unrevealable"/>
        
        <revealtype name="ward" reveal="hero,ward,item"/>
        <revealtype name="eye" reveal="hero,item"/>
        <revealtype name="tower" reveal="hero,ward,item"/>
        
        <!-- Effect Types (Max 32) -->
        <effecttype name="Attack"/>
        <effecttype name="Physical"/>
        <effecttype name="Magic"/>
        <effecttype name="StatusBuff"/>
        <effecttype name="StatusDebuff" assist="true"/>
        <effecttype name="StatusDisable" assist="true"/>
        <effecttype name="StatusStealth"/>
        <effecttype name="Dominate"/>
        <effecttype name="Transmute"/>
        <effecttype name="Disable"/>
        <effecttype name="Astrolabe"/>
        <effecttype name="Transfigure"/>
        <effecttype name="Push"/>
        <effecttype name="Splash"/>
        <effecttype name="DOT"/>
        <effecttype name="Buff"/>
        <effecttype name="DeBuff"/>
        <effecttype name="Returned" />
        <effecttype name="BarrierIdol" />
        <effecttype name="NeutralAggro" />
        <effecttype name="SuperiorMagic" />
        <effecttype name="SuperiorPhysical" />
        
        <!-- Immunity Types -->
        <immunitytype name="MagicImmunity1" immune="Magic"/>
        <immunitytype name="DominateImmunity" immune="Dominate"/>
        <immunitytype name="AncientImmunity" immune="Magic Dominate Transmute Transfigure Push"/>
        <immunitytype name="BossImmunity" immune="Dominate Transmute Transfigure Push"/>
        <immunitytype name="SiegeImmunity" immune="Magic Dominate Disable Push Transfigure"/>
        <immunitytype name="DisableImmunity" immune="Disable"/>
        <immunitytype name="TargetingImmunity" immune="Physical Magic"/>
        <immunitytype name="AstrolabeImmunity" immune="Astrolabe"/>
        <immunitytype name="TransfigureImmunity" immune="Transfigure"/>
        <immunitytype name="GadgetImmunity" immune="Magic Push Splash Transfigure Buff DeBuff"/>
        <immunitytype name="CourierImmunity" immune="Magic Splash Transfigure"/>
        <immunitytype name="AttackImmunity" immune="Attack"/>
        <immunitytype name="IndirectImmunity" immune="DOT Splash"/>
        <immunitytype name="AncientImmunity2" immune="Dominate Transmute Transfigure Push"/>
        <immunitytype name="PhysicalImmunity" immune="Physical"/>
        <immunitytype name="BarrierImmunity" immune="BarrierIdol" />
        
        <!-- Armor Types -->
        <armortype name="normal" effects="Physical SuperiorPhysical" factor="0.06"/>
        <armortype name="magic" effects="Magic SuperiorMagic" factor="0.06"/>
        
        <!-- Popups -->
        <popup name="gold" color="1 0.9 0 1" message="+{value}" value="true" duration="3000" fadetime="1000" visibility="self" />
        <popup name="experience" color="0.75 0 0.75 1" message="+{value}" value="true" duration="3000" fadetime="1000" visibility="self" />
        <popup name="critical" color="red" value="true" message="{value}!" duration="2000" fadetime="1000" />
        <popup name="miss" color="red" message="Miss!" duration="2000" fadetime="1000" />
        <popup name="deny" color="*" message="Denied!" duration="3000" fadetime="1000" />
        <popup name="manaburn" color="0.33 0.33 1 1" message="-{value}" value="true" duration="2000" fadetime="1000" />
        <popup name="poison" color="0.33 1 0 1" value="true" message="{value}!" duration="2000" fadetime="1000" />
        <popup name="bonus_damage" color="0 0.66 1 1" message="+{value}" value="true" duration="2000" fadetime="1000" />
        <popup name="deflection" color="0.75 0.75 0.75 1" message="-{value}" value="true" duration="1000" fadetime="1000" />
        <popup name="toofar" color="red" message="Too far!" duration="3000" fadetime="1000" />
        <popup name="multicast" color="red" value="true" message="{value}x MULTICAST!" duration="3000" fadetime="1000" />
        <popup name="bonus_mana" color="#1E90FF" value="true" message="+{value}+" duration="2000" fadetime="1000" />
        <popup name="execution" color="0 0.75 0.75 1" value="true" message="+{value}" duration="1000" fadetime="200" startx="3" starty="9" />
        <popup name="gainint" color="blue" value="true" message="+{value} Int!" duration="3000" fadetime="1000" />
        <popup name="loseint" color="red" value="true" message="-{value} Int!" duration="3000" fadetime="1000" />
        <popup name="creep_kill" color="*" message="$" duration="3000" fadetime="1000" visibility="spectator" />
        <popup name="javoflight" color="0 0.66 1 1" value="true" message="{value}s!" duration="3000" fadetime="1000" />
        <popup name="05s" color="0 0.66 1 1" value="true" message="0.5s!" duration="3000" fadetime="1000" />
        <popup name="15s" color="0 0.66 1 1" value="true" message="1.5s!" duration="3000" fadetime="1000" />
        <popup name="25s" color="0 0.66 1 1" value="true" message="2.5s!" duration="3000" fadetime="1000" />
        <popup name="35s" color="0 0.66 1 1" value="true" message="3.5s!" duration="3000" fadetime="1000" />
        <popup name="45s" color="0 0.66 1 1" value="true" message="4.5s!" duration="3000" fadetime="1000" />
        <popup name="max" color="0 0.66 1 1" value="true" message="MAX!" duration="3000" fadetime="1000" />
        <popup name="dot_physical_damage" color="1 0.66 0 1" message="{value}!" value="true" duration="2000" fadetime="1000" />
        
        <!-- Pings -->
        <ping name="alert" effect="/shared/effects/ping.effect" visibility="team" color="*"/>
        <ping name="building_attack" effect="/shared/effects/ping_building_attack.effect" visibility="team" color="red"/>
        <ping name="kill_hero" effect="/shared/effects/ping_kill_hero.effect" color="*"/>
        <ping name="ally_building_kill" effect="/shared/effects/ping_kill_tower.effect" visibility="team" color="red"/>
        <ping name="enemy_building_kill" effect="/shared/effects/ping_kill_tower.effect" visibility="team" color="green"/>
        <ping name="teleport" effect="/shared/effects/teleport_ping.effect" visibility="team" color="*"/>
    </gamemechanics>
    Last edited by ElementUser; 07-06-2010 at 02:40 PM.

    S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
    -----------------------------


    Tech Support and Customer Support: https://www.heroesofnewerth.com/support/


    Look for my highlighted text (important information) and grey text (interesting but not required information).

  3. #3
    Offline
    S2 Staff Member S2 Games Staff
    Join Date
    Jul 2009
    Posts
    33,874
    game_info.entity
    Code:
    <?xml version="1.0" encoding="UTF-8"?>
    <game
        name="Game_Rules"
    
        startinggold="3890"
        repickcost="175"
        randombonus="75"
        goldpertick="1"
        incomeinterval="875"
        
        experiencemultiplier="1.0"
        towerdenygoldmultiplier="0.5"
        
        norepick="false"
        noswap="false"
        forcerandom="false"
        
        allowallheroes="false"
        allowagility="true"
        allowintelligence="true"
        allowstrength="true"
        heropoolsize="0"
        bancount="0"
        usecaptains="false"
        
        spawnpowerups="true"
        alternatepicks="false"
        
        respawntimeperlevel="4000"
        repickonrespawn="false"
    >
        <modifier key="randomdraft" modpriority="100" group="game_mode"
            norepick="true"
            alternatepicks="true"
            allowallheroes="true"
            startinggold="3015"
            randombonus="0"
            heropoolsize="20"
        />
        
        <modifier key="singledraft" modpriority="100" group="game_mode"
            norepick="true"
            startinggold="3015"
            randombonus="0"
    
            allowallheroes="true"
            allowagility="true"
            allowintelligence="true"
            allowstrength="true"
        />
        
        <modifier key="deathmatch" modpriority="100" group="game_mode"
            repickonrespawn="true"
        />
        
        <!--modifier key="captainsmode" modpriority="100"  group="game_mode"
            norepick="true"
            alternatepicks="true"
            allowallheroes="true"
            startinggold="3015"
            randombonus="0"
            heropoolsize="24"
            bancount="2"
            usecaptains="true"
        /-->
        
        <!--modifier key="captainsdraft" modpriority="100"  group="game_mode"
            norepick="true"
            alternatepicks="true"
            allowallheroes="true"
            startinggold="3015"
            randombonus="0"
            heropoolsize="24"
            bancount="2"
            usecaptains="true"
        /-->
        
        <modifier key="banningdraft" modpriority="100" group="game_mode"
            norepick="true"
            alternatepicks="true"
            allowallheroes="true"
            startinggold="3015"
            randombonus="0"
            heropoolsize="24"
            bancount="2"
            usecaptains="true"
        />
        
        <modifier key="banningpick" modpriority="100" group="game_mode"
            norepick="true"
            alternatepicks="true"
            allowallheroes="true"
            startinggold="3015"
            randombonus="0"
            bancount="3"
            usecaptains="true"
        />
        
        <modifier key="allheroes" modpriority="50"
            startinggold="3015"
            allowallheroes="true"
            randombonus="250"
            repickcost="350"
        />
    
        <modifier key="forcerandom" modpriority="60"
            forcerandom="true"
            randombonus="0"
            startinggold="4265"
            repickcost="400"
        />
        
        <modifier key="alternatepicks" modpriority="90"
            alternatepicks="true"
        />
    
        <modifier key="norepick" modpriority="90"
            norepick="true"
        />
        
        <modifier key="noswap" modpriority="90"
            noswap="true"
        />
    
        <!--modifier key="noagility" modpriority="90"
            allowagility="false"
        />
        
        <modifier key="nointelligence" modpriority="90"
            allowintelligence="false"
        />
        
        <modifier key="nostrength" modpriority="90"
            allowstrength="false"
        />
        
        <modifier key="norespawntimer" modpriority="90"
            respawntimeperlevel="0"
        /-->
        
        <modifier key="dropitems" modpriority="90"
        />
        
        <modifier key="nopowerups" modpriority="90"
            spawnpowerups="false"
        />
        
        <modifier key="easymode" modpriority="90"
            goldpertick="2"
            experiencemultiplier="1.5"
        />
        
        <modifier key="hardcore" modpriority="100"
            goldpertick="0"
        towerdenygoldmultiplier="0.0"
        />
    
        <modifier key="allowduplicate" modpriority="90"
        />
    
        <!--modifier key="reverseselect" modpriority="90"
        /-->
    
        <!--modifier key="allowveto" modpriority="90"
        /-->
    
        <!--modifier key="shuffleteams" modpriority="90"
        /-->
    </game>
    game_settings.cfg
    Code:
    Set behavior_WanderPeriod "3000"
    Set creep_blockRepathTime "150"
    Set Entity_Chest_BoundsHeight "32.0000"
    Set Entity_Chest_BoundsRadius "16.0000"
    Set Entity_Chest_CorpseFadeTime "500"
    Set Entity_Chest_CorpseTime "500"
    Set Entity_Chest_DeathAnim "death"
    Set Entity_Chest_DeathNumAnims "1"
    Set Entity_Chest_DeathTime "500"
    Set Entity_Chest_DisplayName "Treasure!"
    Set Entity_Chest_ImmunityType "MagicImmunity1"
    Set Entity_Chest_MaxHealth "40.0000"
    Set Entity_Chest_ModelPath "/shared/models/chest/chest.mdf"
    Set Entity_Chest_ModelScale "1.0000"
    Set Entity_Chest_PreGlobalScale "1.5000"
    Set Entity_Chest_SelectionRadius "32.0000"
    Set g_afkBaseDistance "3000.0000"
    Set g_apmLogPeriod "20000"
    Set g_assistDamageThreshold "0.1000"
    Set g_assistTimeThreshold "20000"
    Set g_blockSlope "0.6000"
    Set g_bossMapIcon "/shared/icons/minimap_circle.tga"
    Set g_bossMapIconColor "0.6000 0.0000 0.0000 1.0000"
    Set g_bossMapIconSize "0.0500"
    Set g_buildingAnnounceAttackTime "30000"
    Set g_buildingAnnounceNoHeroRadius "2000"
    Set g_buildingAnnounceTeamAttackTime "10000"
    Set g_buildingCorpseTime "15000"
    Set g_buildingDamageNotifyInterval "20000"
    Set g_buildingDamageNotifyMinDamage "200"
    Set g_buildingHelpHeroDuration "2000"
    Set g_buildingLowHealthPercent "0.4000"
    Set g_buildingMapIconSize "0.0250"
    Set g_buildingTargetMemory "0"
    Set g_corpseTime "10000"
    Set g_creepFormationIndexes "0,31,65,87,97,115"
    Set g_creepMaxUpgrades "30"
    Set g_creepMeleeCount "3,4,5,5,6,7"
    Set g_creepRangedCount "1,1,1,2,2,2"
    Set g_creepSiegeCount "1,1,1,2,2,2"
    Set g_creepSiegeInterval "5"
    Set g_creepUpgradeInterval "420000"
    Set g_creepWaveInterval "30000"
    Set g_critterNoRespawnProximity "500.0000"
    Set g_critters  "Critter_Chiprel,Critter_Rat,Critter_Lizard,Critter_Squeye,Critter_Frog"
    Set g_critterSpawnInterval "120000"
    Set g_damageLinkAmount "0.9000"
    Set g_dayLength "900000"
    Set g_dayStartTime "225000"
    Set g_dayTransitionTime "6000"
    Set g_defaultActiveShop "Shop_Supplies"
    Set g_denyBuildingHealthPercent "0.1000"
    Set g_denyCreepHealthPercent "0.5000"
    Set g_denyHeroHealthPercent "0.1000"
    Set g_effectRecipePath "/items/effects/scroll/scroll.effect"
    Set g_effectStunPath "/shared/effects/stun.effect"
    Set g_elevationAdvantageMin "65.0000"
    Set g_elevationStepMax "96"
    Set g_elevationStepMin "-32"
    Set g_experienceRange "1000.0000"
    Set g_fogofwarSize "1"
    Set g_heroAnnounceAttackTime "30000"
    Set g_heroAttackAggroRange "443.0000"
    Set g_heroAttackAggroTime "1600"
    Set g_heroAttackAggroDelay "200"
    Set g_heroAttackReaggroBlock "true"
    Set g_heroIndicatorPath "/shared/materials/hero_indicator.material"
    Set g_heroLevelupEffectPath "/shared/effects/levelup/level_up.effect"
    Set g_heroMapIcon0 "/shared/icons/minimap_hero0.tga"
    Set g_heroMapIcon1 "/shared/icons/minimap_hero1.tga"
    Set g_heroMapIconSize "0.0550"
    Set g_heroTalkingMapIcon "/shared/icons/minimap_talking.tga"
    Set g_itemRecipeIconPath "/test/icons/scroll.tga"
    Set g_itemRecipeSellValue "0.5000"
    Set g_itemSellBackGracePeriod "15000"
    Set g_itemSellValue "0.5000"
    Set g_multiKillTime "18000"
    Set g_navmap_terrain_minslope "0.7000"
    Set g_neutralCampMapIcon "/shared/icons/minimap_circle.tga"
    Set g_neutralCampMapIconColor1 "0.8000 0.8000 0.0000"
    Set g_neutralCampMapIconColor2 "1.0000 0.6000 0.0000"
    Set g_neutralCampMapIconColor3 "1.0000 0.4000 0.0000"
    Set g_neutralCampMapIconColor4 "1.0000 0.1000 0.0000"
    Set g_neutralCampMapIconSize "0.0250"
    Set g_neutralFirstSpawn "30000"
    Set g_neutralNoRespawnProximity "500.0000"
    Set g_neutralRespawnInterval "60000"
    Set g_occlusionHeight "64.0000"
    Set g_pathPad "4.0000"
    Set g_pauseAllowance "60000"
    Set g_pauseDelayTime "5000"
    Set g_pauseMaxTime "600000"
    Set g_playerColorNames "Blue,Teal,Purple,Yellow,Orange,Pink,Gray,Light  Blue,Green,Brown"
    Set g_playerColors  "#0042FF,#1CE6B9,#9000c0,#FFFC01,#FE8A0E,#E55BB0,#959697,#7EBFF1,#106246,#8B4513"
    Set g_powerupAnnounceRadius "32000.0000"
    Set g_powerups  "Powerup_Damage,Powerup_MoveSpeed,Powerup_Regen,Powerup_Stealth,Powerup_Illusion"
    Set g_powerupSpawnInterval "120000"
    Set g_teamAllowedPauses "3"
    Set g_touchRange "64.0000"
    Set g_transferRange "64.0000"
    Set g_treeSpawnInterval "300000"
    Set g_unitActionAngle "90.0000"
    Set g_unitActionOnTurn "false"
    Set g_unitAggressionSightTime "3000"
    Set g_unitAttackMoveDAC "true"
    Set g_unitAttackAggroTriggerRange "600"
    Set g_unitBehaviorStartAggroDelay "100"
    Set g_unitGuardChaseTime "7000"
    Set g_unitGuardDistance "750.0000"
    Set g_unitGuardReaggroChaseTime "3000"
    Set g_unitGuardReaggroDistance "500.0000"
    Set g_unitMapIcon "$white"
    Set g_unitMapIconSize "0.0100"
    Set g_unitMoveAngle "120.0000"
    Set g_unitMoveSpeedMax "522.0000"
    Set g_unitMoveSpeedMin "100.0000"
    Set g_unitPlayDenyAnims "true"
    Set g_unitPlayGibAnims "true"
    Set g_unitSelectionIndicatorPath  "/shared/materials/selection_indicator.material"
    Set g_unitStealthFadeAmount "0.5000"
    Set g_voiceLaneChatRange "2000.0000"
    Set g_voteAllowConcedeTime "900000"
    Set g_voteCooldownTime "60000"
    Set g_voteDuration "20000"
    Set g_voteRemakeTimeLimit "300000"
    Set g_waypoint "Entity_Waypoint"
    Set hero_armorPerAgi "0.1400"
    Set hero_attackSpeedPerAgi "0.0100"
    Set hero_blockRepathTime "100"
    Set hero_buyBackCost "100"
    Set hero_buyBackCostPerLevel "50"
    Set hero_expUnsharedBountyPerLevel "12.0000"
    Set hero_goldBounty "200"
    Set hero_goldBountyFirstBlood "200"
    Set hero_goldBountyMaxStreak "10"
    Set hero_goldBountyMinStreak "3"
    Set hero_goldBountyPerLevel "5"
    Set hero_goldBountyPerStreak "50"
    Set hero_goldBountyRadiusBase "30"
    Set hero_goldBountyRadiusPerLevel "5"
    Set hero_goldLossPerLevel "30"
    Set hero_hpPerStr "19.0000"
    Set hero_hpRegenPerStr "0.0300"
    Set hero_mpPerInt "13.0000"
    Set hero_mpRegenPerInt "0.0400"
    Set hero_respawnTimePerLevel "4000"
    Set Prop_Dynamic_OcclusionRadius "0.0000"
    Set Prop_Scenery_OcclusionRadius "0.0000"
    Set Prop_Tree_BoundsHeight "250.0000"
    Set Prop_Tree_BoundsRadius "24.0000"
    Set Prop_Tree_DisplayName "Tree"
    Set Prop_Tree_OcclusionRadius "50.0000"
    Set psf_baseKFactor "20"
    Set psf_gammaCurveK "18"
    Set psf_gammaCurveRange "200"
    Set psf_gammaCurveTheta "5.0000"
    Set psf_KFactorScale "8"
    Set psf_logisticPredictionScale "80.0000"
    Set psf_maxKFactor "40"
    Set psf_medianScalingRank "1600"
    Set psf_minKFactor "10"
    Set psf_teamRankWeighting "6.5000"
    Set sv_afkTimeout "240000"
    Set sv_afkWarningTime "30000"
    Set sv_gameEndPhaseTime "21000"
    //Set sv_gameStartCountdown "5000"
    Set sv_heroAllBanInitialTime "10000"
    Set sv_heroAllBanTime "40000"
    Set sv_heroAllBanTransitionTime "15000"
    Set sv_heroAllBanExtraTime "60000"
    Set sv_heroAltSelectInitialTime "30000"
    Set sv_heroAltSelectTurnTime "30000"
    Set sv_heroBanTransitionTime "20000"
    Set sv_heroSelectTime "120000"
    Set sv_mapPingDelay "500"
    Set sv_matchStartAnnounceTime "10000"
    Set sv_preMatchTime "75000"
    Set svr_masterServerAddress "masterserver.hon.s2games.com"
    Set svr_masterServerScript "/server_requester.php"
    Set unit_blockRepathTime "100"
    Set unit_slideThreshold "0.1000"
    Last edited by ElementUser; 07-06-2010 at 02:37 PM.

    S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
    -----------------------------


    Tech Support and Customer Support: https://www.heroesofnewerth.com/support/


    Look for my highlighted text (important information) and grey text (interesting but not required information).

  4. #4
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    Another spotholder just in case!

    S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
    -----------------------------


    Tech Support and Customer Support: https://www.heroesofnewerth.com/support/


    Look for my highlighted text (important information) and grey text (interesting but not required information).

  5. #5
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    Any idea why they don't use CONST's some places? i find this weird esp for hero pool etc that needs changing alot, i guess it doesnt matter though, i see them suing entities and **** all other places.
    Last edited by evotech; 07-06-2010 at 06:14 PM.

  6. #6
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    I'm not a programmer you know :P

    S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
    -----------------------------


    Tech Support and Customer Support: https://www.heroesofnewerth.com/support/


    Look for my highlighted text (important information) and grey text (interesting but not required information).

  7. #7
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    Quote Originally Posted by ElementUser View Post
    I'm not a programmer you know :P
    Just a guy with too much spare time and a lot of Forum Awards. =]
    Premium Tips and Tricks Guide: http://forums.heroesofnewerth.com/sh...php?p=14769758

    I am an angry nerd who makes angry music in my bedroom. I also like doing flips.

  8. #8
    so am i right in saying that after you kill an enemy you have 18 seconds to kill another to be awarded a doubletap?
    Quote: Nyaru
    Originally Posted by Wolfoy
    If you ever see an orange item, be sure to buy it asap cause I bet it helps team win
    :WardOfSight: Courier, Doombringer
    Holy **** you're right!

  9. #9
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    Yes. You then have 18 seconds from the time of the second kill to get another kill for a hat-trick.

    S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
    -----------------------------


    Click the picture

  10. #10
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    A lot of this stuff has changed & text files are too big to update all the time

    =(

    S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
    -----------------------------


    Tech Support and Customer Support: https://www.heroesofnewerth.com/support/


    Look for my highlighted text (important information) and grey text (interesting but not required information).

  11. #11
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    Maybe it's time to retire/delete the thread then.
    The Game. You just lost it.

  12. #12
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    Quote Originally Posted by ElementUser View Post
    A lot of this stuff has changed & text files are too big to update all the time

    =(
    not all of them where massively updated according to S2's patchserver..
    eg (changes since 1.0.6.0 to 2.2.2.1 hon versions )
    base.gamemechanics
    game_info.entity

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