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Planta 3

This document contains configuration settings for a spell ability in a game. It defines properties like the spell icon, cooldown times, casting range, missile speed, targeting behavior, and other technical settings for how the spell will function in game. The spell summons a missile projectile that tracks targets and moves at a fixed speed of 1600 units per second until it reaches its destination.

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0% found this document useful (0 votes)
11 views2 pages

Planta 3

This document contains configuration settings for a spell ability in a game. It defines properties like the spell icon, cooldown times, casting range, missile speed, targeting behavior, and other technical settings for how the spell will function in game. The spell summons a missile projectile that tracks targets and moves at a fixed speed of 1600 units per second until it reaches its destination.

Uploaded by

eveechoestest4
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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mMinimapIconName: string = "ASSETS/Spells/SRU_Plant_Vision_Pollen.

dds"
cooldownTime: list[f32] = {
0
0
0
0
0
0
0
}
delayCastOffsetPercent: f32 = -0.5
delayTotalTimePercent: f32 = -0.5
mMaxAmmo: list[i32] = {
0
0
0
0
0
0
0
}
mAmmoUsed: list[i32] = {
0
0
0
0
0
0
0
}
mCantCancelWhileWindingUp: bool = true
mSpellRevealsChampion: bool = false
mMinimapIconRotation: bool = true
mMinimapIconDisplayFlag: u16 = 3
castRange: list[f32] = {
40000
40000
40000
40000
40000
40000
40000
}
castConeAngle: f32 = 0
castConeDistance: f32 = 0
luaOnMissileUpdateDistanceInterval: f32 = 100
mMissileSpec: pointer = MissileSpecification {
movementComponent: pointer = FixedSpeedMovement {
mUseHeightOffsetAtEnd: bool = true
mTracksTarget: bool = false
mOffsetInitialTargetHeight: f32 = 100
mStartBoneName: string = "Flower"
mSpeed: f32 = 1600
}
visibilityComponent: pointer = Defaultvisibility {
mTargetControlsVisibility: bool = true
}
heightSolver: pointer = BlendedLinearHeightSolver {}
verticalFacing: pointer = VerticalFacingFaceTarget {}
behaviors: list[pointer] = {
CastOnHit {}
DestroyOnMovementComplete {}
}
}
mCastType: u32 = 3
missileSpeed: f32 = 1600
mMissileEffectKey: hash = "SRE_Dragon_Chemtech_Mutated_Scryer_Mis"
mMissileEffectEnemyKey: hash =
"SRE_Dragon_Chemtech_Mutated_Scryer_Enemy_Mis"
bHaveHitBone: bool = true
mFloatVarsDecimals: list[i32] = {
0
0
0
2
2
2
2
2
2
2
2
2
2
2
2
2
}
selectionPriority: u32 = 1
mTargetingTypeData: pointer = Location {}
}
}

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