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A Custom Game for Dota 2

Home Page: http://steamcommunity.com/sharedfiles/filedetails/?id=786348190

JavaScript 5.90% CSS 4.59% Lua 88.84% TypeScript 0.67%
dota custom games mod addon workshop steam valve

legends-of-dota-redux's Introduction

Legends of Dota Redux

Make Modding Great Again.

About

  • Choose from a huge selection of gamemodes and mutators to make every experience unique!
  • Pick your skills or select a random build!
  • Take advantage of hero perks and custom abilities to further enhance your hero!
  • View the Changelog or the Reddit Community

Patreon

  • Nearly all the major features of Redux have been achieved by paying talented developers to implment them. If you enjoy Redux and can spare a few dollars, please consider supporting the mod financially so that it can continue to grow.
  • Supporting the mod will unlock exclusive features in game, as well as granting a special Discord role and Reddit flair
  • https://www.patreon.com/darklordabc

Github Issues

  • Feel free to post an issue on any subject. Improvements, bugs, ideas or to start a discussion, its all good.
  • There are two major lists of issues, ordered by priority, the bug list is HERE, and the improvement list is HERE.

Steam Workshop

  • Click here to view Dota 2 Redux on the steam workshop.

Discord Chat Server

Ingame Comments Display

How to play Single Player hosted on your machine

  • For players that have poor ping to dedicated servers, you may want to play locally (hosted on your own computer) todo this use this command in the console to launch a local game "dota_launch_custom_game 786348190 custom_bot".

Prerequisites

  • Enable Workshop Tools in your Dota DLC
  • Install Node.js

Set up

  1. Clone this repo locally to your Desktop/projects folder
  2. Open PowerShell/cmd.exe in the cloned folder
  3. Type npm install

Common issues with npm install :

  • Make sure none of the files in the game/content folders are being used in another program while you are trying to npm install

  • Make sure the following folder don't exist before you run npm install

    • Game: dota 2 beta\game\dota_addons\legends_of_dota_redux
    • Content: dota 2 beta\content\dota_addons\legends_of_dota_redux

Running the map

  1. Open legends_of_dota_redux in Dota Tools. You can create a shortcut for this, Target: "C:\Program Files (x86)\Steam\steamapps\common\dota 2 beta\game\bin\win64\dota2.exe" -addon legends_of_dota_redux -tools -vconsole -dev
  2. Open console and type dota_launch_custom_game legends_of_dota_redux custom (Replace custom with name of map you want to run)

Can I contribute code?

  • Yes please do. The best way to contribute is to create a new branch on the repistory per feature, and then create a pull request to merge with "develop" branch.
  • Your code will not be merged unless it meets the quality controls that are in place on this project.
  • Your code will not be merged if it does not follow the coding patterns / layout of the other code in the project.
  • Your code will not be merged if it implements a feature that is not inline with the direction the project is taking -- Please raise an issue asking if a feature would be good before implementing it, you may find certain features will never be approved.

Coding Style Guide

  • All variables and functions should be written in camel case, with the first letter being lowercase, and seperate words starting with uppercase
  • someVariableName is acceptable, some_variable_name and SomeVariableName are not acceptable
  • There are some instances where this rule has generally been broken, this was by mistake, before LoD had a well defined style
  • All code should be thread safe
  • If you make a call to an async function, ensure you check that the resources you want to access are still valid once the callback happens, this is usually needed when timers are used to process something on a unit after a short delay
  • Do not put credits or your name in code, the commit log will have your name, as well as the blame section of GitHub
  • Filenames are strictly lowercase. Sperate words should be seperated by an underscore (_) to increase readability, short file names should be used where possible, however, file names need to be readible and easily understandable.
  • Greentext in abilities (not including alt-text or warning texts) should accord to the following rule: We only use greentext in the tooltip, for REWORKED abilities, not for completely new ones. And greentext should only highlight what has been reworked, i.e. what is different to the reworked one and the original. Example of correct usage.. The exception of green text in new abilities is when its a reworked new ability, an example of this, is the OP variety of abilities, greentext should be used to highlight the difference between the OP and normal version.

Can I translate this into my language?

  • Yes!
  • Open src/localization/addon_<your langage>.txt
  • You can reference addon_english.txt
  • You might need to save it as unicode, if non standard characters are used

Credits

Emoji key

Emoji Represents
๐ŸŒŸ Original Creator of LoD
๐Ÿ˜ˆ Redux Director
๐Ÿ‘‘ Developer
๐Ÿญ Custom Ability Creator
๐ŸŒด Hero Perk Creator
๐Ÿš€ Panorama
๐Ÿ˜œ Memes Redux Creator
๐Ÿšฉ Game Logic
โœจ Developer of Other Mod
๐Ÿˆท Chinese Translator
๐Ÿšฃ Creator of Overflow Abilities

ash47

๐ŸŒŸ

Wouterz90

๐Ÿ˜ˆโœจ๐Ÿญ๐ŸŒด

SwordBacon

๐Ÿ‘‘โœจ๐Ÿญ๐ŸŒด๐Ÿ˜œ

TideSofDarK

๐Ÿ‘‘โœจ๐Ÿญ๐ŸŒด๐Ÿš€๐Ÿšฉ

lcd1232

๐Ÿ‘‘๐Ÿ‘€ ๐Ÿ”ง

K1llMan

๐Ÿ‘‘๐Ÿš€

Myrl

๐Ÿ‘‘๐Ÿšฉ๐Ÿญ

James Garbagnati

๐Ÿ‘‘โœจ๐Ÿš€

kernelpicnic

๐Ÿ‘‘๐Ÿš€

ark120202

โœจ๐Ÿš€๐Ÿšฉ

darklordabc

๐Ÿ‘‘

Yahnich

๐Ÿ‘‘โœจ๐Ÿญ๐ŸŒด

OtsoTurpeinen

๐Ÿ‘‘โœจ๐Ÿญ๐Ÿšฃ

jhqz103

๐Ÿˆท

DankBudd

๐Ÿ‘‘โœจ

legends-of-dota-redux's People

Contributors

1ran-wang avatar aconarthd avatar akoloyob avatar ark120202 avatar ash47 avatar bluekingbar avatar dankbudd avatar deathtal avatar elfansoer avatar exchy avatar fcalife avatar jexah avatar jgarbagnati avatar jhqz103 avatar jimmydorry avatar k1llman avatar kennyhansen avatar kernel-picnic avatar lcd1232 avatar myrl avatar otsoturpeinen avatar paralin avatar russo-2025 avatar scarredwithcrayons avatar shushishtok avatar swordbacon avatar therisen41 avatar tidesofdark avatar wouterz90 avatar yahnich avatar

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legends-of-dota-redux's Issues

When the game is in balance mode, it should default to skills window

It doesn't make much sense to default to the preset builds window, as lots of them can't be skilled with the limited amount of points. It should instead default to the skills display. Also, a notification should appear giving a brief description of the mode.
image

The notification should look like this. This is the notification that is used to tell players that the banning phase is enabled.
image

Using D2ModKit to add new npc files

Since Legends of Dota is adding new custom abilities from many different contributors, including myself, there is an issue with npc files being overwritten. Unfortunately the addition my hero's abilities into the develop branch resulted in newer abilities being deleted from npc_abilities_custom.txt.

https://github.com/stephenfournier/Dota-2-ModKit

We can avoid most of the issue by having each of our abilities/items/units broken up into individual txt files and compiled using this tool. It's an extra step that might be difficult to setup, but it will help if lots of people want to contribute.

Show vote percentages on all_pick_6 map.

image
As players click other options, it should change the percentages and show the popularity of the choices. All player choices should be on the default option.
Later, more options will be added to this screen, so this feature will be more important.

Add Limit Skills Functionality.

A Limit Skills option should be added for the custom games, where it can be selected from a dropbox, and also as a vote option on the all_pick_6 map.

Limit Skills, should only allow players to chooses max 3 passives and max 3 stuns.

Improve Voting Screen

Requies #9 and #8 first.

*Show current vote percentage. By default all votes (100%) are on the default option.
*Add Two More Options: Fast Start and Limit Skills.
Fast Start = Game starts at lvl 6, extra 1000 gold.

image

Let heals be boosted like damage is boosted by int

I have this system working and I can add it if you like.

This means that a dazzle with 160 int healing 80 damage would now heal for 88 damage. I know it's nothing significant but neither is the extra damage.

GUI Bugs

1. Weird category in the sort abilities by categories drop-down box. Only shows neutral abilities, as far as I can tell, was introduced in this merge: 0c29b64
image

2. Button is missing to finish bans/ lock build. I suspect it has been pushed down out of sight when the new elements got added above.
image

3. Hero icon shows in an awkward position, when hero icons are clicked on either the preset builds screen or on the hero select screen. It should be lower down and in a stable positon (i.e. not move when you change the tab).
giphy

Create functionality to change Buyback cool-down.

Add function to modify the buyback cooldown of the game, so we can reduce it from 100%. It is too long in most LoD games, especially in games where respawn time is reduced.

  • Add slider in the custom options menu (See image below).
  • Reduce it by default by %50 in all_pick_6 map.
  • Upcoming Voting Feature Required First: Add ability to vote to change cooldown during gameplay.

image

P.S: I'm sure one of these functions will be relevant:

SetBuybackCooldownTime(int nPlayerID, float flBuybackCooldown)
SetBuybackGoldLimitTime(int nPlayerID, float flBuybackCooldown)
SetLastBuybackTime(int iPlayerID, int iLastBuybackTime)
SetCustomBuybackCooldown(int iPlayerID, float flCooldownTime)
SetCustomBuybackCost(int iPlayerID, int iGoldCost)

Pitlord abilities are not grouped.

Unlike all the other skills in the skill select window, his are not grouped together. This may be because he is not actually in the game and hence the ownership of those abilities to him may be bugging out.

Improve Tracking with getdotastats.com

Current the mod is being tracked by getdotastats.com, and it does offer some nice data, but there is plenty of room for improvements.

  • Rename to "Legends of Dota: Redux" instead of "Legends of Dota (darklordABC)"
  • Improve "Player Values" page: Currently the mod does not keep any stats on player values. Compare this to Original LoD. Our page should be improved so that we keep at least all the stats that original lod does, these are: Hero picked, attribute picked, team, level reached, kills, assists, deaths, gold per min, xp per min, gold, items 1 to 6, abilities 1 to 6.
  • Create list of most popular abilities: A list of all abilities, ranked by popularity of usage. This can be based on ability data from above. (To be done in another issue)
  • Add tracking of new vote options: In all_pick_6, the site currently only tracks the bans vote,
    image
    it should be improved so it also tracks the "Voting fast start" and the "Voting disabled balance".

Thats it for now, I'll add more as I think of them...

Point of contact

I would like to have a quick chat with you. What's your steamcommunity link?

I can be found here (http://steamcommunity.com/id/jimmydorry/), but too many people have tried adding me, so I need to invite you via the link you leave here or a comment you make on my profile.

Allow players to use a pre-defined list of abilities to ban.

image
Allow users to enter a list of abilities (delimited by commas) into a text box, which will additionally allow them to copy and paste the list.
The list of banned abilities, should be automatically included in the settings code, so that users only have to export and import that one code.
I figured that in the exportable settings code the user defined bans could be stored as a string, something like this:

{"lodOptionBanning":3,
"lodOptionBanningHostBanning":0,
"lodOptionBanningMaxBans":10,
"lodOptionBanningMaxHeroBans":2,
"lodOptionBanningUseBanList":1,
"lodUserBanList": "ursa_fury_swipes, abaddon_borrowed_time, siliencer_glaives_of_wisdom",
"lodOptionSlots":6,

There will be a problem if users misspell abilities, or screw up the format requirements, like missing commas, but I imagine this part will be dealt with after the settings have been decided, when the bans are being applied. After the host settings are done, I figured the game can scan the list of comma delimited abilities, and if it can find any valid abilities, it bans them, if it runs into an error, perhaps it can give a notification something like "User defined list of bans had an error and failed to process".

Also, I'll be interested to see if the text list is synched for clients like how the other options are (i.e. they change in real-time as the host changes them).

Search function uses scripting names not ingame names

The search function when looking for abilities appears to use the name of the abilities in the scripting files. This is usually not a problem, but some abilities have different names in game, e.g. in game greevils greed is goblins greed in txt files.
Search needs to be improved so it searches the programming names AND the ingame names, i believe the function $localize is part of the solution.

Added a credits system. Let me know if you dont want to be credited

image

If you want to be remove for any reason, let me know, or make a pull request.

Current full credits:
"credit_aether_range_lod" "<font color="#7D7D7D">Credits: @Yahnich ahnich | github.com/Yahnich"
"credit_octarine_vampirism_lod" "<font color="#7D7D7D">Credits: Yahnich | github.com/Yahnich"
"credit_force_dash_lod" "<font color="#7D7D7D">Credits: Yahnich | github.com/Yahnich"
"credit_shards_of_truesight_lod" "<font color="#7D7D7D">Credits: Yahnich | github.com/Yahnich"
"credit_pudge_flesh_heap_int" "<font color="#7D7D7D">Credits: @Wouterz90 | github.com/Wouterz90"
"credit_pudge_flesh_heap_agi" "<font color="#7D7D7D">Credits: Wouterz90 | github.com/Wouterz90"
"credit_silencer_global_break" "<font color="#7D7D7D">Credits: Wouterz90 | github.com/Wouterz90"
"credit_tinker_rearm_lod" "<font color="#7D7D7D">Credits: @Myrl | github.com/Myrl"
"credit_slark_essence_shift_intellect_lod" "<font color="#7D7D7D">Credits: Myrl | github.com/Myrl"
"credit_slark_essence_shift_strength_lod" "<font color="#7D7D7D">Credits: Myrl | github.com/Myrl"
"credit_mirana_starfall_lod" "<font color="#7D7D7D">Credits: Fixed by @TideSofDarK | github.com/TideSofDarK"

New Set of Random Abilities

Idea for set of abilities, that gives the player a random ability when cast. For now, at least 4 kinds of random abilities will be created.

The randomly selected abilities would be limited to actives, so that they can be swapped when used. After it is used, the ability will either a) Go on cooldown and get swapped with a new ability when cooldown is complete or b) Swap straight away and then go on cooldown. The cooldown used should be the cooldown of the ability that is being removed. I prefer option b, but it depends on what is more easier to program.

The abilities so far are
Random Mobility
image

Random Support
image

Random Stun (Maybe change to "Disable")
image

Random Ultimate
image

image

Particles not showing ingame, after steamworkshop upload.

The abilities for the item abilities are not showing in-game, when played through the steam-workshop page.

image

I think this may be because the compiled particles are not properly there. I notice that the Cherub pull request, has the particles in two different extensions, the uncompiled and compilied, and that works when its uploaded to the workshop.

@Yahnich

Create Info Panel, with changelog, credits and ability to leave and receive comments.

This is prerequisite for #79.

image

I'd like to add a leave-comment option int the GUI somewhere, where users can leave simple text messages and press submit to send them to a web location (ideally to a free web location or even this github).

Example of a custom game sending data to external web source:
https://github.com/cowsforyou/barracks_master/blob/b3993e7996a2610d4312cfd3e353777c4c2192b1/content/barracks_master/panorama/scripts/ladder/ladder.js#L1-L23
https://github.com/cowsforyou/barracks_master/blob/7c695672c27123e9df84d31510c5fc3569308ac8/game/barracks_master/scripts/vscripts/statcollection/staging.lua#L2-L43

Localization is failing in current develop branch

It may be my failure of setup. It probably is.
image
[ Developer ]: CLocalize::FindSafe failed to localize: #DOTA_Tooltip_Ability_holdout_omnislash [ Developer ]: CLocalize::FindSafe failed to localize: #DOTA_Tooltip_Ability_earthshaker_aftershock_lod [ Developer ]: CLocalize::FindSafe failed to localize: #DOTA_Tooltip_Ability_holdout_omnislash [ Developer ]: CLocalize::FindSafe failed to localize: #DOTA_Tooltip_Ability_holdout_gladiators_unite [ Developer ]: CLocalize::FindSafe failed to localize: #DOTA_Tooltip_Ability_ogre_magi_multicast_lod [ Developer ]: CLocalize::FindSafe failed to localize: #DOTA_Tooltip_Ability_silencer_global_break [ Developer ]: CLocalize::FindSafe failed to localize: #DOTA_Tooltip_Ability_slark_essence_shift_intellect_lod [ Developer ]: CLocalize::FindSafe failed to localize: #DOTA_Tooltip_Ability_holdout_gods_strength [ Developer ]: CLocalize::FindSafe failed to localize: #DOTA_Tooltip_Ability_tinker_rearm_lod

Compare "Angel Arena Reborn" teamswitch code, to Redux teamswith code

I need somebody to review the teamswitch code in Angel Arena to Redux's implementation of it.

Team switching is the most important addition to Redux, but it has not properly been tested yet as it requires many actual players which is hard to organise. Angel Arena on the otherhand has been test many times as a natural consequence of being a popular mod, so its code must be stable and reliable. I'd like somebody to review their implmentation and find where they differ from our code, and where their code is superior we should improve ours to match.

One difference with their teamswitch is that they use an item to switch whereas we use a gui panel, but that's superficial compared to the main code.

Their code: change_team.lua (Full Code Repository Here)
Our code: Mainly team_switch.js, and some ingame.lua.

I've noticed one inferiority to their code. They don't revoke control of courier to the switch played, so a switch player can move both couriers around. We managed this by using filterorder. But I'm mainly hoping for improvements in stability.

Implement Settings Code, Update Display of Extra Info

Ash added a setting to export options from the custom maps to a string, and import them. Implement similar functionality and try to improve it.

Here is his commit: https://github.com/LegendsOfDota/LegendsOfDota/commit/d6b73937428ae1f5bf6db11a0dd07893005c432b

First thing that will have to be done is to place the "extra-info" popup into a tool-tip, so instead this:

image
Into this:
image
This has already been done on Ash's version, so learn from that.

Secondly, is to add a button/interface/panel that will allow players to generate a code and to paste a code in.
This is the approach that Ash took:
Video

This is the idea that I had.
image

*Code is a compressed code that can be easily copied and pasted, this will require finding some preexisting method of compressing text/code.
*The code changes as you change the settings, dynamically. OR. If that is too difficult, we could add a generate code button, that generates the code only when you click it.
*Copy button should copy the code to the clipboard if that's possible. If not we can remove the button.
*The extra info icon is not necessary, we could have a tool-tip popup like the all the other options in the menu (see above). This popup should explain that the code is designed to be copied and pasted in.

Expanding on it:
When we get some kind of server back-end support, I want there to be at least one slot for a player to save settings to.
So maybe these buttons, but have them disabled for now.
image

BTW, please dont feel the need to stick with this style or layout, I think its kind of ugly. I had an idea of having the settings code, importer, export options as a box that expands once you click on it, to save it from cluttering up the GUI, but I dont know how difficult/feasible that is.

Change default respawn time.

In all_pick_6, change the default respawn time to 70%.

In the two custom maps, leave 100 as the default respawn time shown on the slider.

Test

this is a test

Aegis respawn time does not stay at 3 seconds, find a fix.

This is a long-standing bug from original LoD. For some reason, Aegis does not respawn the hero after 3 seconds, instead, it will respawn the hero after the default respawn time, like 20 seconds or 40 seconds. This seems to be isolated to when the respawn rate has been modified by a percentage, it seems to mess with the respawn time of the reincarnation.
If an easy solution can't be found, I'd like to import the Aegis mechanism from Imba Dota. In Imba Dota, Aegis is a buff that you gain when you click on aegis, it is not an item, and it the respawn rate is not broken in Imba.
I think this is the respawn code for LoD
and
Imba's Aegis Code

Improve scoreboard, so that abilities are shown

Current scoreboard:
image

I think it would be cool if you could see your allies abilities in the scoreboard. Also, enemies abilities should become visible on the scoreboard after the game has been going for 2 minutes (or after they have been visible once, its probably easier just to do 2 minutes tho).

The abilities should show their usual tooltip when you mouse over (i.e. they shouldnt just be images).

Create Cloud Saving and Loading of settings

image
Allow users to be able to save one configuration of settings to the cloud, that can be loaded in any future game. Users are limited to just one slot, and if they save after they have already saved, their old save will be replaced.

Notes:

  • Should save the "Settings Code" string.
  • Loading should automatically apply the settings code when its received.
  • Limit host players to saving one per game, or maybe a cooldown of 30 seconds or find some other way to prevent players abusing the save button to overload server.
  • Add notification that settings have been successfully saved/loaded.
  • Add new tooltip for the load and save buttons that appears when mousing over either of them that explains what they do.

Minor Issues

Force Dash: Double click works, but pressing the key twice, does not work.
Shards of true sight: Improve. Remove cast time.

Credit system for abilities

Append text to the bottom of a tooltip, in the same fashion as warning or unique mechanic tags, so that authors/gamemodes can be credited.

Balance Mode - Ability Cost Points Mode

Implement a new balance mode, where abilities are assigned point values, and players only have x amount of points to spend. This is to prevent players from just choosing the most OP abilities available. Players will still be able to pick OP abilities, but at most 2 or 3.

Create tier list of abilities
Create a file (prehaps .kv) which categorizes price of abilities. Currently 4 categories. Tier 1 to 4. Only need to categorize tier 1 to tier 3, as tier 4 is free, and any ability not in tier 1 to 3, we can assume is free.
Tier Details:
The Best of the Best (Tier 1): 50 Points Each - Top 5% of Abilities
The Best (Tier 2): 30 Points Each - Top -15%
Good Abilities (Tier 3): 20 Points Each Top 25%
Meh (Tier 4): Free - Everything Else

Create Panorama Effect on abilities to show price
Create a little semi-transparent box in the bottom right of abilities. Color of box dependent on what tier ability is in. In box, the numeric value of the ability should be shown. Only abilities in tier 1 to 3 need to have this price tag box.
image

Create extra filters to filter by value of ability
Have new filters that are only visible when balance mode is activated, either by it being voted in all_pick_6, or being manually enabled in a custom game.
image

Show remaining points to spend
image

Add new vote option
image

Add option on custom games.
image

Visually show abilities blocked by Troll Combos

image
When you pick abilities, the display of skills should be live updated, showing which skills are currently being blocked because of troll combos. E.g. in the above image, I have choosen "True Random", it is considered a troll combo to get anymore more random type abilities, hence why they are all blocked.
Regular banned abilities are in red, so I figured we could make the ones that are only conditionally banned be Orange.

List of Balance Changes

Features:
*Team Switching Added (Need to have imbalance first)
*Abilities now show in scoreboard
*GUI modification in skill builder
*Added Fast Start vote option to all_pick_6

Abilities - Added:
*Added Lod version of return and spell block. Removed old return
*Added Balance Fury Swipes
*Added Balance Essence Shift
*Added backstab ability
*Added Force Dash
*Added Shards of True Sight
*Added Octarine Vampirism
*Added Aether Range

Abilities - Changes:
*Add Essence shift to default ban list
*Balanced Essence Shift Str and Int
*Improved Troll Priest Heal
*Improved Satyr Shockwave
*Improved Unholy Aura Buff
*Removed neutral spell immunity from game.

Add a screenshot to pull requests

Some errors can easily be noticed in screenshots by some people. This is especially helpful if you're away from home but would like to review some pull requests.

Team Switch Bug

Player was allowed to inttiate a vote when team's were not imbalanced, and got accepted without all players hitting accept (got accepted like 2 seconds into vote). It might have something to do with one of the player's being disconnected bug (not being selected to a proper team at game start).
image

There may be another bug, if a player gets switched while they are in the disconnected state, they dont have courier control when they return.

Add features/changlog/credits/leave comment button.

image
This is very rough idea right now, but I'd like the players to have some simple way to view the recent changes in game. Prehaps a button at the top panel. This panel could also include a brief overview of the features added to Redux. Prehaps the panel that opens could have two tabs?

I'm still very undecided about how the information panel should be displayed. I thought maybe we could use that left side panel that lots of custom games have, that is on by default, the one that slides out.
I'm open to suggestions.

Requires #87 to be fully functional

Add Melee only abilities.

Some Abilities are only OP on ranged heros. So the plan is to add modified versions which are only fully effective on melee heroes (or heros with less than 200 range).

Current list of abilities to be redone:
Fury Swipes - Ban original, make LoD remake only half-effective on ranged heroes.
Essence Shift - Ban original, make LoD remake only half-effective on ranged heroes.
Essence Shift Strength - Modify custom ability to be half effective on ranged heroes.
Essence Shift Intelligence - Leave as is.
Grow (maybe) - Lod Remake, half damage and speed bonus for ranged (?)
Juxtapose - Ban original, LoD remake has half proc chance (for hero and illusions) for ranged heros.

.

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