Dota 2
Fino Jul 15, 2014 @ 1:58pm
Custom heroes.
Two questions for you people:
-Do you think Valve will,at some point,add a way to create custom heroes for private use?
-Is there already a way to do so?
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Showing 1-13 of 13 comments
Zerowen Jul 15, 2014 @ 2:04pm 
Nope and nope.
Splunki Jul 15, 2014 @ 2:08pm 
Techniclly you can create a custom hero but it can only be used in a private lobby (sorry i don't remember how, but you would need to code it yourself)
Fino Jul 15, 2014 @ 2:25pm 
Originally posted by Splunki:
Techniclly you can create a custom hero but it can only be used in a private lobby (sorry i don't remember how, but you would need to code it yourself)

I would only use it private lobbies anyways.
Thank you,i will try digging the internet up.
Madman Jul 15, 2014 @ 2:29pm 
Yes, valve is adding custom gamemode support very soon, and its already possible but takes time.
Last edited by Madman; Jul 15, 2014 @ 2:30pm
Mister Bones Jul 15, 2014 @ 2:59pm 
Originally posted by |D~LoB| Madman:
Yes, valve is adding custom gamemode support very soon, and its already possible but takes time.

"i hope it was worth the weight" - our lord gaben
Last edited by Mister Bones; Jul 15, 2014 @ 3:00pm
Benatos Jul 15, 2014 @ 3:16pm 
what do you mean by "custom hero" , like a hero with random abilities from other heroes? or something that allows the user to create new spells and ♥♥♥♥, cause that would be amazing
Superfly Jul 15, 2014 @ 3:19pm 
I don't know about heroes, but you can make custom maps. There's a mario kart map.
http://www.youtube.com/watch?v=x_y7LU_cDwc
Fino Jul 15, 2014 @ 3:25pm 
Originally posted by Benatos:
what do you mean by "custom hero" , like a hero with random abilities from other heroes? or something that allows the user to create new spells and ♥♥♥♥, cause that would be amazing

I meant new spells and stuff.
NSG Sep 10, 2014 @ 3:42am 
It's already possible to create your own hero, from top to bottom but it takes time and effort to do all the coding.

For your custom heroes appearance you would have to use one of the already existing heroes and modify them however you like.
To get them to appear in your game (overriding the old hero) navigate to the location of your custom game, enter the resource folder and open addon_english. From here you simply modify hero values, currently I am working on a FF mod heres what I did to change theyre names:

"lang"
{
"Language" "English"
"Tokens"
{
"addon_game_name" "Dota2 Final Fantasy Edition"

//Hero Names
"npc_dota_hero_kunkka" "Squall"
"npc_dota_hero_lina" "Kuja"
"npc_dota_hero_phantom_assassin" "Seifer"
"npc_dota_hero_crystal_maiden" "Rinoa"
"npc_dota_hero_sven" "Cloud"
"npc_dota_hero_skeleton_king" "Wraith King"
"npc_dota_hero_axe" "Steiner"
"npc_dota_hero_windrunner" "Garnet"
"npc_dota_hero_riki" "Zidane"
"npc_dota_hero_death_prophet" "Edea"
"npc_dota_hero_pugna" "Vivi"
"npc_dota_hero_dragon_knight" "Sephiroth"


}

When you have that done youll see heroes names change to your own custom one.
Skills is a bit complicated, and a lot of them rely on other skills to work completely. I've tried so many times to have Invokers tornado work but it's always a pain.
To do your own skill sets go to dota_addons>yourmapname>scripts>npc
if you dont already have one create a new text document called npc_abilities_override

Inside here you want this at the top:

// Dota Heroes File
"DOTAAbilities"
{
"Version" "1"

Most importantly with these parts is to know what certain icons mean
// means that line of text wont be read by the game engine
{ opens a kind of layer inside the text which tells the engine its related to that section. If even a single one of these is wrong the whole code wont work. { open section } close section

So as a basic example heres invokers tornado:
//==============================================================================================================
// invoker tornado
//==============================================================================================================
"invoker_tornado"
{
"MaxLevel" "4"
"AbilityBehavior" "DOTA_ABILITY_BEHAVIOR_UNIT_TARGET"
"AbilityUnitDamageType" "DAMAGE_TYPE_MAGICAL"
"AbilityCastRange" "2000 2200 2500 2800"
"AbilityCastPoint" "0"
"AbilityCooldown" "20.0 20.0 25.0 10.0"
"AbilityManaCost" "30.0 40.0 55.0 60.0"
"AbilityDamage" "1000 1650 2000 3000"
}
I've modified this already quite a lot, for example it doesnt require any quaz,wex or exort, and it is no longer a skill you can click anywere to use, it requires a hero target.

To do any more skills go to the steam page that provides all the information you need (google search; dota2 internal abiltiy names, dota2 internal hero names)

As far as I know right now, it is not possible to simply magic up a bunch of new skills, icons, effects etc without putting the effort in to make them yourself. All you can really do is take what already exists (so I could take undyings decay, add axes battlcry effect to it and make it do mana burn damage).

Once you've set all youre skills up, its easy to add them to your hero, just open the text folder npc_heroes_custom in the same folder

//=========================================================================================================
// HERO: squall
//=========================================================================================================
"npc_dota_hero_kunkka_template"
{
"override_hero" "npc_dota_hero_kunkka" // Hero to override
"Ability1" "huskar_berserkers_blood" // Ability 1
"Ability2" "juggernaut_blade_fury" // Ability 2
"Ability3" "luna_lucent_beam" // Ability 3
"Ability4" "juggernaut_omni_slash" // Ability 4

}
Thats basically all there is to it, thats as far as I've got anyway. Naturally this doesnt use the workshop tools at all. If you need a whole source of information just extract the correct pak_vpk from the official dota2 client and look for the same text documents as I've mentioned here.

If this helps, then awesome, if not then you just learned a huge load of useless information xD

NOTE! Make sure theres { and } at the very beginning of the document and the very end.
Last edited by NSG; Sep 10, 2014 @ 3:47am
9hero Sep 10, 2014 @ 3:59am 
Originally posted by -CC- Low Hangin Fruit:
It's already possible to create your own hero, from top to bottom but it takes time and effort to do all the coding.

For your custom heroes appearance you would have to use one of the already existing heroes and modify them however you like.
To get them to appear in your game (overriding the old hero) navigate to the location of your custom game, enter the resource folder and open addon_english. From here you simply modify hero values, currently I am working on a FF mod heres what I did to change theyre names:

"lang"
{
"Language" "English"
"Tokens"
{
"addon_game_name" "Dota2 Final Fantasy Edition"

//Hero Names
"npc_dota_hero_kunkka" "Squall"
"npc_dota_hero_lina" "Kuja"
"npc_dota_hero_phantom_assassin" "Seifer"
"npc_dota_hero_crystal_maiden" "Rinoa"
"npc_dota_hero_sven" "Cloud"
"npc_dota_hero_skeleton_king" "Wraith King"
"npc_dota_hero_axe" "Steiner"
"npc_dota_hero_windrunner" "Garnet"
"npc_dota_hero_riki" "Zidane"
"npc_dota_hero_death_prophet" "Edea"
"npc_dota_hero_pugna" "Vivi"
"npc_dota_hero_dragon_knight" "Sephiroth"


}

When you have that done youll see heroes names change to your own custom one.
Skills is a bit complicated, and a lot of them rely on other skills to work completely. I've tried so many times to have Invokers tornado work but it's always a pain.
To do your own skill sets go to dota_addons>yourmapname>scripts>npc
if you dont already have one create a new text document called npc_abilities_override

Inside here you want this at the top:

// Dota Heroes File
"DOTAAbilities"
{
"Version" "1"

Most importantly with these parts is to know what certain icons mean
// means that line of text wont be read by the game engine
{ opens a kind of layer inside the text which tells the engine its related to that section. If even a single one of these is wrong the whole code wont work. { open section } close section

So as a basic example heres invokers tornado:
//==============================================================================================================
// invoker tornado
//==============================================================================================================
"invoker_tornado"
{
"MaxLevel" "4"
"AbilityBehavior" "DOTA_ABILITY_BEHAVIOR_UNIT_TARGET"
"AbilityUnitDamageType" "DAMAGE_TYPE_MAGICAL"
"AbilityCastRange" "2000 2200 2500 2800"
"AbilityCastPoint" "0"
"AbilityCooldown" "20.0 20.0 25.0 10.0"
"AbilityManaCost" "30.0 40.0 55.0 60.0"
"AbilityDamage" "1000 1650 2000 3000"
}
I've modified this already quite a lot, for example it doesnt require any quaz,wex or exort, and it is no longer a skill you can click anywere to use, it requires a hero target.

To do any more skills go to the steam page that provides all the information you need (google search; dota2 internal abiltiy names, dota2 internal hero names)

As far as I know right now, it is not possible to simply magic up a bunch of new skills, icons, effects etc without putting the effort in to make them yourself. All you can really do is take what already exists (so I could take undyings decay, add axes battlcry effect to it and make it do mana burn damage).

Once you've set all youre skills up, its easy to add them to your hero, just open the text folder npc_heroes_custom in the same folder

//=========================================================================================================
// HERO: squall
//=========================================================================================================
"npc_dota_hero_kunkka_template"
{
"override_hero" "npc_dota_hero_kunkka" // Hero to override
"Ability1" "huskar_berserkers_blood" // Ability 1
"Ability2" "juggernaut_blade_fury" // Ability 2
"Ability3" "luna_lucent_beam" // Ability 3
"Ability4" "juggernaut_omni_slash" // Ability 4

}
Thats basically all there is to it, thats as far as I've got anyway. Naturally this doesnt use the workshop tools at all. If you need a whole source of information just extract the correct pak_vpk from the official dota2 client and look for the same text documents as I've mentioned here.

If this helps, then awesome, if not then you just learned a huge load of useless information xD

NOTE! Make sure theres { and } at the very beginning of the document and the very end.
pretty helpful dude,really got me into it!
Interesting. Saving this thread so I can find tell the people on my mega thread.
NSG Sep 10, 2014 @ 5:01am 
No problem. It took me a very long time to get my head around how it all works, only other tips I can give is to use Notepad++ to modify those files. It's very easy to miss a single { symbol, but that program tells you exactly which ones are still open or closed. As for animations and shcuh you'll have to look around, test them out and let me know about that one xD My characters do the skills I want, but theres nothing to display them happening.
Fino Sep 10, 2014 @ 5:12am 
Originally posted by -CC- Low Hangin Fruit:
It's already possible to create your own hero, from top to bottom but it takes time and effort to do all the coding.

For your custom heroes appearance you would have to use one of the already existing heroes and modify them however you like.
To get them to appear in your game (overriding the old hero) navigate to the location of your custom game, enter the resource folder and open addon_english. From here you simply modify hero values, currently I am working on a FF mod heres what I did to change theyre names:

"lang"
{
"Language" "English"
"Tokens"
{
"addon_game_name" "Dota2 Final Fantasy Edition"

//Hero Names
"npc_dota_hero_kunkka" "Squall"
"npc_dota_hero_lina" "Kuja"
"npc_dota_hero_phantom_assassin" "Seifer"
"npc_dota_hero_crystal_maiden" "Rinoa"
"npc_dota_hero_sven" "Cloud"
"npc_dota_hero_skeleton_king" "Wraith King"
"npc_dota_hero_axe" "Steiner"
"npc_dota_hero_windrunner" "Garnet"
"npc_dota_hero_riki" "Zidane"
"npc_dota_hero_death_prophet" "Edea"
"npc_dota_hero_pugna" "Vivi"
"npc_dota_hero_dragon_knight" "Sephiroth"


}

When you have that done youll see heroes names change to your own custom one.
Skills is a bit complicated, and a lot of them rely on other skills to work completely. I've tried so many times to have Invokers tornado work but it's always a pain.
To do your own skill sets go to dota_addons>yourmapname>scripts>npc
if you dont already have one create a new text document called npc_abilities_override

Inside here you want this at the top:

// Dota Heroes File
"DOTAAbilities"
{
"Version" "1"

Most importantly with these parts is to know what certain icons mean
// means that line of text wont be read by the game engine
{ opens a kind of layer inside the text which tells the engine its related to that section. If even a single one of these is wrong the whole code wont work. { open section } close section

So as a basic example heres invokers tornado:
//==============================================================================================================
// invoker tornado
//==============================================================================================================
"invoker_tornado"
{
"MaxLevel" "4"
"AbilityBehavior" "DOTA_ABILITY_BEHAVIOR_UNIT_TARGET"
"AbilityUnitDamageType" "DAMAGE_TYPE_MAGICAL"
"AbilityCastRange" "2000 2200 2500 2800"
"AbilityCastPoint" "0"
"AbilityCooldown" "20.0 20.0 25.0 10.0"
"AbilityManaCost" "30.0 40.0 55.0 60.0"
"AbilityDamage" "1000 1650 2000 3000"
}
I've modified this already quite a lot, for example it doesnt require any quaz,wex or exort, and it is no longer a skill you can click anywere to use, it requires a hero target.

To do any more skills go to the steam page that provides all the information you need (google search; dota2 internal abiltiy names, dota2 internal hero names)

As far as I know right now, it is not possible to simply magic up a bunch of new skills, icons, effects etc without putting the effort in to make them yourself. All you can really do is take what already exists (so I could take undyings decay, add axes battlcry effect to it and make it do mana burn damage).

Once you've set all youre skills up, its easy to add them to your hero, just open the text folder npc_heroes_custom in the same folder

//=========================================================================================================
// HERO: squall
//=========================================================================================================
"npc_dota_hero_kunkka_template"
{
"override_hero" "npc_dota_hero_kunkka" // Hero to override
"Ability1" "huskar_berserkers_blood" // Ability 1
"Ability2" "juggernaut_blade_fury" // Ability 2
"Ability3" "luna_lucent_beam" // Ability 3
"Ability4" "juggernaut_omni_slash" // Ability 4

}
Thats basically all there is to it, thats as far as I've got anyway. Naturally this doesnt use the workshop tools at all. If you need a whole source of information just extract the correct pak_vpk from the official dota2 client and look for the same text documents as I've mentioned here.

If this helps, then awesome, if not then you just learned a huge load of useless information xD

NOTE! Make sure theres { and } at the very beginning of the document and the very end.

Thank you.
After this thread died i learnt most of what you posted,but its still very usefull.
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Date Posted: Jul 15, 2014 @ 1:58pm
Posts: 13