I'm just trying to understand more about how dota works in general so I've been digging into ABILITY_BEHAVIOR and UNIT_TARGET_TYPE to sort out their options and understand what each of them do, so I'd like to know the purpose of:
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DOTA_UNIT_TARGET_NONE (shouldn't you just use DOTA_ABILITY_BEHAVIOR_NO_TARGET instead?)
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DOTA_UNIT_TARGET_OTHER
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DOTA_UNIT_TARGET_CUSTOM (custom units I believe?)
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DOTA_UNIT_TARGET_SELF (what is the use case scenario for this, considering I can just use DOTA_UNIT_TARGET_HERO and self cast?)
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DOTA_ABILITY_BEHAVIOR_LAST_RESORT_POINT
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DOTA_ABILITY_BEHAVIOR_NONE (what is the use case of this?)
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DOTA_ABILITY_BEHAVIOR_OVERSHOOT
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DOTA_ABILITY_BEHAVIOR_SUPPRESS_ASSOCIATED_CONSUMABLE
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DOTA_ABILITY_BEHAVIOR_UNLOCKED_BY_EFFECT_INDEX
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DOTA_ABILITY_BEHAVIOR_HIDDEN (doesn't this work just like a passive?)
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DOTA_ABILITY_BEHAVIOR_ITEM (this is implied by being in the item class no?)
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DOTA_ABILITY_BEHAVIOR_ATTACK
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DOTA_ABILITY_BEHAVIOR_UNRESTRICTED (no idea what's this one about)
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DOTA_ABILITY_BEHAVIOR_IGNORE_PSEUDO_QUEUE (what's the use case?)
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DOTA_ABILITY_BEHAVIOR_DONT_ALERT_TARGET (is this for when neutrals are sleeping or something?)
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DOTA_ABILITY_BEHAVIOR_DONT_RESUME_ATTACK
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DOTA_ABILITY_BEHAVIOR_NORMAL_WHEN_STOLEN
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DOTA_ABILITY_BEHAVIOR_IGNORE_BACKSWING (I saw this was used mainly for couriers and some random event items but still don't understand)