# CDOTA_BaseNPC_Hero
extends CDOTA_BaseNPC
| Function | Description | Client |
|---|---|---|
| bool AddExperience(flXP, nReason, bApplyBotDifficultyScaling, bIncrementTotal) | Params: Float XP, Bool applyBotDifficultyScaling | ❌ |
| void Buyback() | Spend the gold and buyback with this hero. | ❌ |
| void CalculateStatBonus() | Recalculate all stats after the hero gains stats. | ❌ |
| bool CanEarnGold() | Returns boolean value result of buyback gold limit time less than game time. | ❌ |
| void ClearLastHitMultikill() | Value is stored in PlayerResource. | ❌ |
| void ClearLastHitStreak() | Value is stored in PlayerResource. | ❌ |
| void ClearStreak() | Value is stored in PlayerResource. | ❌ |
| int GetAbilityPoints() | Gets the current unspent ability points. | ❌ |
| table GetAdditionalOwnedUnits() | ❌ | |
| float GetAgility() | ✔️ | |
| float GetAgilityGain() | ❌ | |
| int GetAssists() | Value is stored in PlayerResource. | ❌ |
| int GetAttacker(nIndex) | ❌ | |
| float GetBaseAgility() | ❌ | |
| int GetBaseDamageMax() | Hero damage is also affected by attributes. | ❌ |
| int GetBaseDamageMin() | Hero damage is also affected by attributes. | ❌ |
| float GetBaseIntellect() | ❌ | |
| float GetBaseManaRegen() | Returns the base mana regen. | ❌ |
| float GetBaseStrength() | ❌ | |
| int GetBonusDamageFromPrimaryStat() | ❌ | |
| float GetBuybackCooldownTime() | Return float value for the amount of time left on cooldown for this hero's buyback. | ❌ |
| int GetBuybackCost(bReturnOldValues) | Return integer value for the gold cost of a buyback. | ❌ |
| float GetBuybackGoldLimitTime() | Returns the amount of time gold gain is limited after buying back. | ❌ |
| int GetCurrentXP() | Returns the amount of XP | ❌ |
| int GetDeathGoldCost() | ❌ | |
| int GetDeaths() | Value is stored in PlayerResource. | ❌ |
| int GetDenies() | Value is stored in PlayerResource. | ❌ |
| int GetGold() | Returns gold amount for the player owning this hero | ❌ |
| int GetGoldBounty() | ❌ | |
| float GetIncreasedAttackSpeed() | Hero attack speed is also affected by agility. | ❌ |
| float GetIntellect() | ✔️ | |
| float GetIntellectGain() | ❌ | |
| int GetKills() | Value is stored in PlayerResource. | ❌ |
| int GetLastHits() | Value is stored in PlayerResource. | ❌ |
| float GetMostRecentDamageTime() | ❌ | |
| int GetMultipleKillCount() | ❌ | |
| int GetNumAttackers() | ❌ | |
| int GetNumItemsInInventory() | ❌ | |
| int GetNumItemsInStash() | ❌ | |
| float GetPhysicalArmorBaseValue() | Hero armor is affected by attributes. | ❌ |
| int GetPlayerID() | Returns player ID of the player owning this hero | ❌ |
| int GetPrimaryAttribute() | 0 = strength, 1 = agility, 2 = intelligence. | ❌ |
| float GetPrimaryStatValue() | ❌ | |
| float GetRespawnTime() | ❌ | |
| bool GetRespawnsDisabled() | Is this hero prevented from respawning? | ❌ |
| int GetStreak() | Value is stored in PlayerResource. | ❌ |
| float GetStrength() | ✔️ | |
| float GetStrengthGain() | ❌ | |
| float GetTimeUntilRespawn() | ❌ | |
| handle GetTogglableWearable(nSlotType) | Get wearable entity in slot (slot) | ❌ |
| bool HasAnyAvailableInventorySpace() | ❌ | |
| bool HasFlyingVision() | ❌ | |
| bool HasOwnerAbandoned() | ❌ | |
| int HasRoomForItem(pItemName, bIncludeStashCombines, bAllowSelling) | Args: const char* pItemName, bool bIncludeStashCombines, bool bAllowSelling | ❌ |
| void HeroLevelUp(bPlayEffects) | Levels up the hero, true or false to play effects. | ❌ |
| void IncrementAssists(iKillerID) | Value is stored in PlayerResource. | ❌ |
| void IncrementDeaths(iKillerID) | Value is stored in PlayerResource. | ❌ |
| void IncrementDenies() | Value is stored in PlayerResource. | ❌ |
| void IncrementKills(iVictimID) | Passed ID is for the victim, killer ID is ID of the current hero. Value is stored in PlayerResource. | ❌ |
| void IncrementLastHitMultikill() | Value is stored in PlayerResource. | ❌ |
| void IncrementLastHitStreak() | Value is stored in PlayerResource. | ❌ |
| void IncrementLastHits() | Value is stored in PlayerResource. | ❌ |
| void IncrementNearbyCreepDeaths() | Value is stored in PlayerResource. | ❌ |
| void IncrementStreak() | Value is stored in PlayerResource. | ❌ |
| bool IsBuybackDisabledByReapersScythe() | ❌ | |
| bool IsReincarnating() | ❌ | |
| bool IsStashEnabled() | ❌ | |
| void KilledHero(hHero, hInflictor) | Args: Hero, Inflictor | ❌ |
| void ModifyAgility(flNewAgility) | Adds passed value to base attribute value, then calls CalculateStatBonus. | ❌ |
| int ModifyGold(iGoldChange, bReliable, iReason) | Gives this hero some gold. Args: int nGoldChange, bool bReliable, int reason | ❌ |
| void ModifyIntellect(flNewIntellect) | Adds passed value to base attribute value, then calls CalculateStatBonus. | ❌ |
| void ModifyStrength(flNewStrength) | Adds passed value to base attribute value, then calls CalculateStatBonus. | ❌ |
| void PerformTaunt() | ❌ | |
| void RecordLastHit() | ❌ | |
| void RespawnHero(bBuyBack, bRespawnPenalty) | Respawn this hero. | ❌ |
| void SetAbilityPoints(iPoints) | Sets the current unspent ability points. | ❌ |
| void SetBaseAgility(flAgility) | ❌ | |
| void SetBaseIntellect(flIntellect) | ❌ | |
| void SetBaseStrength(flStrength) | ❌ | |
| void SetBotDifficulty(nDifficulty) | ❌ | |
| void SetBuyBackDisabledByReapersScythe(bBuybackDisabled) | ❌ | |
| void SetBuybackCooldownTime(flTime) | Sets the buyback cooldown time. | ❌ |
| void SetBuybackGoldLimitTime(flTime) | Set the amount of time gold gain is limited after buying back. | ❌ |
| void SetCustomDeathXP(iValue) | Sets a custom experience value for this hero. Note, GameRules boolean must be set for this to work! | ❌ |
| void SetGold(iGold, bReliable) | Sets the gold amount for the player owning this hero | ❌ |
| void SetPlayerID(iPlayerID) | ❌ | |
| void SetPrimaryAttribute(nPrimaryAttribute) | Set this hero's primary attribute value. | ❌ |
| void SetRespawnPosition(vOrigin) | ❌ | |
| void SetRespawnsDisabled(bDisableRespawns) | Prevent this hero from respawning. | ❌ |
| void SetStashEnabled(bEnabled) | ❌ | |
| void SetTimeUntilRespawn(time) | ❌ | |
| bool ShouldDoFlyHeightVisual() | ❌ | |
| void SpendGold(iCost, iReason) | Args: int nGold, int nReason | ❌ |
| bool UnitCanRespawn() | ❌ | |
| void UpgradeAbility(hAbility) | This upgrades the passed ability if it exists and the hero has enough ability points. | ❌ |
| bool WillReincarnate() | ❌ |