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  • #76
    unlike blink dagger, quelling blade does not have the string for invalid hero-admiral/kunka..

    thats why kunka can now use queling blade

    Comment


    • #77
      Originally posted by nitsthegame View Post
      unlike blink dagger, quelling blade does not have the string for invalid hero-admiral/kunka..

      thats why kunka can now use queling blade
      Quelling blade is not supposed to be disabled on kunkka in Dota 2, this is an intended fix.
      Always read and follow the forum rules. If you need help from a moderator, use the report button ()
      Before posting new bugs:
      -Check the Known Bugs List and search the forum for an existing report.
      -Make sure its a bug (test in WC3 Dota, visit playdota guides and adv. mech, etc). If you're still not sure, post in Mechanics and Gameplay Bug Brainstorming instead.
      -Read the Bug Posting Guidelines on how to report a bug properly.

      Comment


      • #78
        Originally posted by DLRevan View Post
        Quelling blade is not supposed to be disabled on kunkka in Dota 2, this is an intended fix.
        ohk..i didnt knew that...checked on pd..and it mentions that admiral cant use it..so posted

        Comment


        • #79
          Originally posted by DLRevan View Post
          Quelling blade is not supposed to be disabled on kunkka in Dota 2, this is an intended fix.
          the intended fix list shows it as a bug confirmed by developer :P:P

          Comment


          • #80
            Originally posted by nitsthegame View Post
            the intended fix list shows it as a bug confirmed by developer :P:P
            Originally posted by Finol View Post
            In Dota 2 it will work on ALL swings, including when Tidebringer is ready - the bonus damage is only dealt to the main target.
            He confirmed it as a fix, not a bug. If that is what you meant, then never mind.
            Always read and follow the forum rules. If you need help from a moderator, use the report button ()
            Before posting new bugs:
            -Check the Known Bugs List and search the forum for an existing report.
            -Make sure its a bug (test in WC3 Dota, visit playdota guides and adv. mech, etc). If you're still not sure, post in Mechanics and Gameplay Bug Brainstorming instead.
            -Read the Bug Posting Guidelines on how to report a bug properly.

            Comment


            • #81
              Originally posted by DLRevan View Post
              He confirmed it as a fix, not a bug. If that is what you meant, then never mind.
              ohk..i misunderstood, i thought these were the things that were to be fixed

              Comment


              • #82
                bane's nightmare targets any unit, it should target heroes only.
                Last edited by drakonis; 06-04-2012, 03:00 PM.

                Comment


                • #83
                  No, you can use Nightmare on creeps in DotA as well.

                  Comment


                  • #84
                    "pudge_meat_hook"
                    {
                    // General
                    //-------------------------------------------------------------------------------------------------------------
                    "ID" "5075" // unique ID number for this ability. Do not change this once established or it will invalidate collected stats.
                    "AbilityName" "pudge_meat_hook"
                    "AbilityBehavior" "DOTA_ABILITY_BEHAVIOR_POINT"
                    "AbilityUnitDamageType" "DAMAGE_TYPE_PURE"

                    // Casting
                    //-------------------------------------------------------------------------------------------------------------
                    "AbilityCastRange" "700 900 1100 1300"
                    "AbilityCastPoint" "0.3 0.3 0.3 0.3"
                    In Dota 1 meat hook only has 600/800/1000/1200 range
                    http://www.playdota.com/heroes/butcher
                    More than 900 games, no single ban

                    Comment


                    • #85
                      In DotA, it has 1200 range and a 100 AoE, resulting in an effective 1300 range. The coding may be different in Dota2, so it just is 1300 casting range now.

                      Comment


                      • #86
                        any way to parse these text files out into something that does not make my eyes bleed? i would really love to help with this but i get a headache trying.

                        Comment


                        • #87
                          Somebody might want to re-check the starting armor values again. A few heroes are off (-/+ 1 or 2) from what the numbers on PlayDota say. So far at least Chaos Knight and Outworld Destroyer have wrong values.

                          A poster in the bug report thread found the issue:

                          Originally posted by winxp View Post
                          I think I found the problem with CK. In the data file, his armor is 4, which is how much he should start out with. However, the armor values in the data file are supposed to be the amount of armor you would have without agility, which should be 2.

                          Destroyer's value is also off. It should be 2, but it is 1.
                          Last edited by EmblemLord; 06-17-2012, 07:52 PM.

                          Comment


                          • #88
                            Originally posted by EmblemLord View Post
                            Somebody might want to re-check the starting armor values again. A few heroes are off (-/+ 1 or 2) from what the numbers on PlayDota say. So far at least Chaos Knight and Outworld Destroyer have wrong values.

                            A poster in the bug report thread found the issue:
                            Originally posted by IceFrog View Post
                            This should no longer be a global issue, if there is any hero with incorrect armor, report it as an individual bug please. The above 2 should now be fixed in the next update.
                            As above.
                            Last edited by DLRevan; 06-19-2012, 10:47 AM.
                            Always read and follow the forum rules. If you need help from a moderator, use the report button ()
                            Before posting new bugs:
                            -Check the Known Bugs List and search the forum for an existing report.
                            -Make sure its a bug (test in WC3 Dota, visit playdota guides and adv. mech, etc). If you're still not sure, post in Mechanics and Gameplay Bug Brainstorming instead.
                            -Read the Bug Posting Guidelines on how to report a bug properly.

                            Comment


                            • #89
                              Rubick spell steal:
                              Projectile speed is 700. Should be 900 according to the code in this.
                              I guess this is the line which creates the projectile and 900 seems to be the speed.
                              Code:
                              local trigger loc_trigger01=Func0182(loc_unit02,loc_unit01,'h0DB',"Func3687",900)

                              Comment


                              • #90
                                edit: Just read icefrogs quote, gonna open an individual thread.
                                Attached Files
                                Last edited by Pfanne; 06-29-2012, 11:00 AM.

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